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Thanks for playing! So I know that the tutorial images in the title screen could be clearer, but the flashlight is the core mechanic of the game and the frog catching is kind of there as a fun way to keep things frantic. When you shine the flashlight on frogs you can see through their skin and identify which frog in each wave has a key, to basically remove the rng element. If you decide to give it another chance, I recommend going to the settings to turn the voice acting off and to turn on "contrast mode" which significantly increases the visual clarity of the flashlight mechanic (as shown in the third screenshot on the game's page). I slightly regret not having the contrast mode as the default, as the flashlight mechanic is actually the part of the game I put the most effort into tuning haha. 

Btw your game was one of my favorites so far! As a total analog synth dork I could practically hear the input of that oscilloscope, and I'm glad you put background music in instead of the raw wave forms I know I would have been tempted to use hahahaha. Did you use an addon for the dialogue system or did you just make all of it from scratch! I was really impressed with how polished the game was for such a complicated production. 

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For what is worth,t's clear where the effort went in. I really thought I was playing a 3D game until i read the comments on  how you were faking everything using normal maps. I think this is a case where you should disincentivize players (like me) from completely foregoing the flashlight, maybe some frogs leave you a bomb instead of a key so you have to at least confirm you're not picking up something nasty.

Thank you! The dialogue was made using the Dialogue Manager add-on, I would strongly recommend it to build anything except a VN.

Yeah I actually had considered putting bombs or something in some frogs, but I was running out of time and decided that since I was already a bit worried the flashlight mechanic didn't come out as clear as I'd hoped that if I added some type of negative feedback it would feel to some players as though it was just "random" losing. I also considered putting bombs or poison or something in some of the cheaper chests, kinda feel like that wouldn't have been very fun though.

And awesome! I'm looking at Dialogue Manager for a long-term RPG project I'm working on. I'm really impressed with how yours came out and it looks pretty quick to work with in the demo videos the creator has up. Thanks for sharing that part of your process!