Really cool take on a frogger. I love the idea of either taking a chance for "double or nothing" or going forward through a possibly easier lvl part (due to white lines still being present). Speed upgrades are very welcome and again, I love the "risk and reward" aspect of "do I wanna rush to the middle or risk getting more speed so that rushing is easier"?
Isometric perspective is a tiny bit weird, but I kinda got the hang of it. But non-grid movement killed me a couple of times.
Also the game started stuttering once I got too many coins (I think it was around 800), I tried crossing again but got hit. Oh well.
Very fun experience, loved it. Well, until it crashed. Still loved it though.
I rewatched the VOD from the stream where I've played the game - my bad, it didn't crash.For some reason I remembered the game crashing, but it didn't - just lagged a lot.
1000 coins made my game run below 1 FPS. Isometric perspective made everything much more difficult but I was kinda accustomed to it after a while. I managed to get first level with completely white tiles, I think it's something to be proud of. The seal can stand on in-between tiles so it can be hit by two blocks, also moving up-down can sometimes stop when you're close to the edge. I was also pretty bummed out because you can jump to your death on left-right. Multiplying your stash made later levels only about going to the middle and then going back, and buying tar and 1 extra hit a standard practice.
I enjoyed it but I don't think it can be interesting for more than 30 minutes.
I got up to 800 coins before they started lagging in the jar and the game became unplayable. It was kinda fun, but it's hard to see where you're standing and where the square is going to end up
Thanks for playing. I'm going to fidget more with the camera angle on this one - isometric may not be the way...
The idea of returning from half-way was the risk/reward due to there being more obstacles; more to tempt the player I suppose if they're up to testing their reactions.
Comments
Really cool take on a frogger. I love the idea of either taking a chance for "double or nothing" or going forward through a possibly easier lvl part (due to white lines still being present). Speed upgrades are very welcome and again, I love the "risk and reward" aspect of "do I wanna rush to the middle or risk getting more speed so that rushing is easier"?
Isometric perspective is a tiny bit weird, but I kinda got the hang of it. But non-grid movement killed me a couple of times.
Also the game started stuttering once I got too many coins (I think it was around 800), I tried crossing again but got hit. Oh well.
Very fun experience, loved it. Well, until it crashed. Still loved it though.
Thanks for playing. Alot of work to do yet but I'm glad you enjoyed the risk and reward mechanic as it stands currently!
Hmm, I wonder where you crashed...
I rewatched the VOD from the stream where I've played the game - my bad, it didn't crash.For some reason I remembered the game crashing, but it didn't - just lagged a lot.
If the VOD would be of any help - https://www.twitch.tv/videos/2403851232
Thank you - this is very useful!
I've done a quick hotpatch in regards to performance with the coins, I will have to keep my eye on those buggers.
1000 coins made my game run below 1 FPS. Isometric perspective made everything much more difficult but I was kinda accustomed to it after a while. I managed to get first level with completely white tiles, I think it's something to be proud of. The seal can stand on in-between tiles so it can be hit by two blocks, also moving up-down can sometimes stop when you're close to the edge. I was also pretty bummed out because you can jump to your death on left-right. Multiplying your stash made later levels only about going to the middle and then going back, and buying tar and 1 extra hit a standard practice.
I enjoyed it but I don't think it can be interesting for more than 30 minutes.
Thanks for playing. I've fixed the coin issue now after some heavy stress testing with it - couldn't have that one persisting.
Also added grid-based movement with no inbetweensies.
Nice frogger -like. I would prefer moving on the same grid thats on the ground thougheverbeit. Would make it easier to see on which tile I am on.
Thanks for playing THOUGH. Certainly grid movement makes more sense, I've implemented this one now.
https://www.twitch.tv/videos/2400463661
The only thing that really entertained me in this game was getting hit by a block.
Thanks for playing. It's certainly no Saints Row Insurance Fraud!
I got up to 800 coins before they started lagging in the jar and the game became unplayable. It was kinda fun, but it's hard to see where you're standing and where the square is going to end up
Thanks for playing. Yeah the coin effects definitely need a retooling, want to keep the idea of it but certainly can't have it hampering gameplay.
Going to mix up movement to fit more with the grid theme.
Thanks for playing. I'm going to fidget more with the camera angle on this one - isometric may not be the way...
The idea of returning from half-way was the risk/reward due to there being more obstacles; more to tempt the player I suppose if they're up to testing their reactions.
best part about this is the fact that you have to highlight the text on the game page to read it (y)
oh whoops lol