Play 3D Platformer Game
Frogg's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls | #24 | 3.722 | 3.722 |
| Fun | #31 | 3.611 | 3.611 |
| Graphics | #43 | 3.667 | 3.667 |
| Audio | #51 | 3.333 | 3.333 |
| Overall | #68 | 3.214 | 3.214 |
| Accessibility | #78 | 2.833 | 2.833 |
| Theme | #107 | 2.722 | 2.722 |
| Originality | #121 | 2.611 | 2.611 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.7
Theme Interpretation
Your mission is to light up various flashlights scattered throughout the swamp, signaling to the other frogs that it’s feeding time! The lights attract bugs
Wildcards Used
Left Wildcard
The first wildcard (description pending)
Middle Wildcard
The second wildcard (description pending)
Right Wildcard
The third wildcard (description pending)
Discord Username(s)
@meamdylan & @kazzakhyle
GWJ Participation Level
Our first time participating in a Game Jam and working together as a team to create a game!
Team Size
2
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
Really impressive game, I'm suprised by the amount of work you put into it. Unfortunately I couldn't play too much of it due to the lack of control remapping - I basically had to constantly switch between the mouse and the keyboard with 1 hand (which was kinda fun honestly). That being said I still did enjoy the movement a lot. Levels are visually impressive, but I don't see them properly encouraging the use of it. It is more of a sandbox, but for a sandbox I would have still prefered a more open ended levels then.
Really enjoyed this one! It brought back memories of those late-PS1 and early-PS2 platformers like Crash Bandicoot, Jak and Daxter, and Ratchet & Clank.
I think you captured that style and feel pretty well.
The movement was solid throughout my playthrough. Jumping, double jumping, and navigating narrow platforms all felt good. I was particularly impressed with how well I could balance and maneuver across the narrow I-beams without feeling like I was fighting the controls.
I did run into one controller issue worth mentioning.
The listed controller mapping has B assigned to the tongue attack, but pressing B opened the pause menu instead, just like the Start button. The rest of the controller inputs seemed to work properly, although I ultimately found keyboard and mouse a little more comfortable.
The level design was probably my favorite part.
I rarely found myself lost or unsure where to go, but it also didn’t feel like I was being led around by obvious markers. There were several moments where reaching a new area or activating a signal naturally revealed more of the environment, and I’d suddenly notice another path or platform I hadn’t seen before.
That made exploration feel rewarding without needing a bunch of explicit directions.
The low-poly presentation also works well.
The environments, character, and overall atmosphere feel consistent with the era you’re going for.
For a first game, there’s a surprising amount here that works. The movement feels good, the levels encourage exploration, and the progression kept me moving forward without much frustration.
I had a good time with it. Nice work, and I’d be interested to see where you take this after the jam!
I tried the linux export, I was able to hang around in the "hub" (or whatever the warp room island with level select can be called), jump etc., but when I tied entering first level, it crashed with errors in logs about being unable to open res://.godot/imported/dew.png-4a[some further letter of hash].ctex and then "Removing a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Remove with call_deferred() instead", lots of "Enemy found player: Player3D:<CharacterBody3D#[some numbers>", and in the end some "invalid instruction". Not sure if it's my device or the game itself, but I use this laptop to play some linux games on steam. The number of levels itself (and the game size and screenshots/gifs you posted here) shows you've put a lot of effort into it :) It's sad I could not play it, I would definitely get back once it's playable preferably in browser, still I can say that the idea and the main character animation and music and art style looked good :) It's sad I could not properly test the level design iteself :( Oh, and by the way, I can totally see your Crash Bandicoot inspiration even by looking at screenshots and looking how you designed warp room (just saw your reply to one of comments mentioning that) ;)
We're sorry the game wasn't fully playable in the browser! We definitely want to address this by improving optimization and reworking how saving and loading works. Unfortunately, the way we implemented our save system required a downloadable .exe, which was an oversight on our part. We didn't realise this would be an issue until it was too late to make the necessary changes.
In terms of inspiration, we took a lot from the classic platformers we grew up with! Dylan was a big fan of Crash Bandicoot, while I was more into Ratchet & Clank, which is where some of our ideas, like the grapple mechanic, came from.
Moving forward, we plan to revisit the game with a focus on optimization, making it fully playable in the browser, and developing a more fleshed out story with a smoother gameplay experience.
Thanks for giving our game a go and for your feedback! We really appreciate it.
Hi thanks for letting us know, I tested this on CachyOs, what Distro did you use if you dont mind me asking?
As Kaz said we plan to release a patch addressing everything once the jam is over and improving it more.
It is latest Debian. I made it to work after forcing compatibility renderer (basically turned off Vulcan support for a moment), apparently that can be an issue with my GPU (it's a few years old integrated Intel on that laptop I tried it to run on). The gameplay is pretty good, it was a bit laggy at times, but that might be the age of this laptop (few years), still I tried 2 other browser games from this jam just to compare and they were smooth, so maybe something's still a bit 'too heavy' in this game. It looks like a fun platformer prototype, not much to complain about from me regarding gameplay. Maybe that (familiar with Crash Bandicoot games) I tried to kill enemies by jumping on them and they hurt me, but that I get is a conscious gameplay choice and decision, not a bug :P The art, especially colors gave me the swampy washed out feeling in level 1 (didn't really test other levels - sorry for that, messed with this game to even make it run for quite a while), it was a good design choice I think as it sets the proper mood for the whole "swamp'y" world. Congrats in general, pity that you didn't make it work in browser in time... Btw, I of course didn't make your game, but are you sure it's the saving system that breaks the web export? The only things it complains about in browser console are some fbx files (missing, or just unable to be loaded), maybe switching them to glb/gltf would already help? :P The web exports seem to not like fbx format (and if you use e.g. Blender there's no reason to not use gltf/glb files out of the box when exporting to Godot), I had issues with that as well some time ago.
I'm glad you went to the effort to play the game and got it to work and enjoyed it.
In all honesty we were still tossing up in between crash and ratchet for our attacking etc, we originally scoped for more features but scoped down, we had planned to have a ranged attack which didn't make it, but combat is something in the future we plan to polish and we will pick a direction more solidly.
Regarding files and errors I think some of these were due to the UID and a few other errors we had some assets are gltf some are FBX, but that is all things that were fixing for after the jam build, optimizing everything and fixing the saving as atm it isn't working completely.
We didn't get to the optimizing part of the jam build we underestimated level design time for 3d.
Some parts of the levels are still csg shapes.
But thank you for taking the time to try it out and updating us!
You definitely implemented a lot in such a short time (impressive). I love the low poly 3D art, it’s combination with the music in my opinion adds to the charm. I faced a few optimization issues (I occasionally experienced a drop in FPS, might be just my potato PC but it wasn’t game breaking). Perhaps a little game juice could spice things a bit. All that said, this was well done! :)
Thanks for playing our game! We definitely want to revisit optimization and add more settings to better accommodate players with different PC builds. We also plan on revisiting the levels, adding cutscenes, and creating a more fluid and cohesive story. :)
Got stuck on level 3, couldn't make a big jump. Having to restart after failing to do a specific jump 5 times without improvement or a way forward is pretty rough for the player. Proper communication with the player is something i'm still learning myself xD. For the amount of time given you did a great job! Great work y'all :D
Thanks for playing our game!
Level 3 is definitely one of the more challenging levels! We originally planned to include a few extra levels to help ease players into the difficulty, but unfortunately, we ran out of time during the jam.
We plan to revisit these levels after the jam and make some adjustments to improve the pacing and create a smoother gameplay experience as you progress through the game.
We also plan on revisiting some of the movement mechanics and technologies to make the platforming feel smoother, more responsive, and more fluid overall.
This was really fun to play! it reminded me of crash bandicoot and I really enjoyed it, but sometimes I did get stutters but in general this is really well made.
Thank you for playing FROGG!
FROGG was inspired by the classic 3D platformers we grew up loving, such as Crash Bandicoot, Ratchet & Clank, and many others.
We had plenty of ideas we wanted to bring to life, but unfortunately, we ran out of time during the jam. We plan to continue working on FROGG after the Limbo Period, focusing on optimization, polishing the gameplay, Adding more Levels and Biomes, and bringing more of our ideas to life.
Thanks for giving our first game a chance!
It's certainly something for how little time the jam was! Impressive work!
Thanks for the time in trying our game Chance.
We were probably a bit ambitious with wanting to do a 3d platformer but we knew we wanted to do one.
We learned a lot but we are happy that its playable, we already worked on implementing changes and fixes and when the voting time is out we will patch it.
Glad you enjoyed it!
If you have any feedback or thoughts on what you think could be improved we would love to hear it.
It may be a little buggy, but this is some serious ambition for a ten-day jam. I congratulate you, and hope we see you guys contributing again!
Did one of you do your art and music, or were those asset packs?
Hi Michael, thanks for trying our game and thank you!
Kaz and myself are ambitous by nature and I find that working in a team we can bounce ideas of eachother and encourage eachother to do better and add a bit of competition to the whole process.
For the art we knew we had to comprismise since our game is feature heavy so we used bits and bops from a few asset packs we already owned, the characters we made and in the future we ideally would want to use own assets and improve existing ones.
I suspected, but wanted to be sure. (It's a ten-day jam, after all!) This is still an amazing entry. And, what's the point of a jam if we haven't expressed something and learned something new, anyway?
Love the game! We made pretty similar games, even my frog dies when it touches the water haha. You should check out mine too, you might like it! Love the character design and low-poly 3D modeling. Excellent work there! The gameplay feels really fluid too. It's a pity the web build didn't work, though. Most people don't bother downloading an .exe to play a jam game.
I think a little tweaking, like adding some squash and stretch to the animations, camera shake on hits, and a few UI effects, would improve the game a lot!
Thanks Andres,
We played yours first as it was the first one that caught our attention.
We do plan on improving visuals and animations and effects etc, we just had to comprimsise on it to get the game playable with some levels and fix whatever game breaking things we had so we rushed a bit in the last 5 hours.
Glad you enjoyed it!
I really liked the game, it's a lot of fun, and the music is really good
Thanks Alix for playing and commenting, happy you enjoyed it.
Is there anything you would like to see improved on in the future or any feedback you might have for us?
You miiiiiiiight have a game-breaking bug in the web build; I can't get past the scene where I choose which slot to play in.
Unfortunately, the web version won't work without rewriting the save and load systems, which would require changes beyond our deadline. This was an oversight on our part, and we plan to address it once the game jam has ended.
The .exe version does work as intended, as the game was designed primarily for Windows and Linux. However, we completely understand and respect your decision to skip the game if you prefer. Thank you for your consideration and feedback!
just because it looks cool and is in a genre i like, i'm gonna download and try it!
I liked the feeling, really brings childhood memories. I especially loved the music.
I have experienced some issues with camera suddenly "zooming in" here and there, but it was't crucial.
I believe the camera zooming was caused by object collisions. We do plan to revisit and improve the collision system in the future, but for now, we wanted to prevent the camera from getting stuck behind objects, which could make the game more difficult for players.
it was a really cool game , those brown frogs were really annoying initially but after a while of playing i got a hang of it.
We wanted to capture the feel of classic Crash Bandicoot games, and thought toads would make great enemies for our frog protagonist. Thank you for playtesting our game!
clicking the save file doesnt do anything when i close the menu and go back in to "play" there is a saved file but clicking it doesnt do anything still
i think they said something about having a bugged web version
Unfortunately, we overlooked the differences between how HTML games and desktop games handle saving and loading. This was an oversight on our part, and it’s a mistake we’ve learned from.
The exe works "flawlessly" in comparison.
Thanks for attempting to try our game. After the game jam has ended we will fix the web export.