The graphics looks great and the frog is also really easy to control. I like that you added invincibility for a few seconds after dying. And it matches the theme nicely :D
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Frogius's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #235 | 3.395 | 3.395 |
| Graphics | #252 | 3.767 | 3.767 |
| Fun | #360 | 3.349 | 3.349 |
| Overall | #390 | 3.298 | 3.298 |
| Game Design | #436 | 3.279 | 3.279 |
| Innovation | #470 | 3.116 | 3.116 |
| Theme | #743 | 2.884 | 2.884 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
The light bullet aspect of the game could be considered chaos?
Did you write all the code yourself and made all the assets from scratch?
Yes, although some textures were reused from previous projects also made from scratch.
Comments
Quite an innovative spin on on the horizontal shmup. Different enough to be its own thing. There's a lot going on here, with needing to time jumps to attack and evade, as well as maneuver in the face of the wind.
Very polished and fun!
I instantly guessed that since the only thing you can do is move and jump, that the jump might be a Mario-type attack (since there are no platforms to jump onto, it's probably for the enemies). However, since many players were confused, you might want to start the game with a scripted player character jump in from offscreen and stomp an enemy before the player gains control. Personally, I feel on a game with such basic controls and gameplay, it's fine to let players figure stuff out for themselves, since eventually they will.
The player's respawn feels too slow.
The invincible enemy at the end is slightly unfair, because the game teaches the player to stomp on enemies throughout, but then changes the rules at the end with an enemy that kills the player when stomped on. Every player will definitely die at least once by stomping that enemy, and it's not fair to die from doing exactly what the game has been training them to do. It would be more fair if the player bounced off the enemy without dealing damage, but also didn't die.
The game is only somewhat chaotic, since all the enemies move and shoot in easily predictable ways. If all the action on the screen can be easily processed by the human mind, it doesn't feel that chaotic.
Quite an innovative spin on on the horizontal shmup. Different enough to be its own thing. There's a lot going on here, with needing to time jumps to attack and evade, as well as maneuver in the face of the wind.
Very polished and fun!
I instantly guessed that since the only thing you can do is move and jump, that the jump might be a Mario-type attack (since there are no platforms to jump onto, it's probably for the enemies). However, since many players were confused, you might want to start the game with a scripted player character jump in from offscreen and stomp an enemy before the player gains control. Personally, I feel on a game with such basic controls and gameplay, it's fine to let players figure stuff out for themselves, since eventually they will.
The player's respawn feels too slow.
The invincible enemy at the end is slightly unfair, because the game teaches the player to stomp on enemies throughout, but then changes the rules at the end with an enemy that kills the player when stomped on. Every player will definitely die at least once by stomping that enemy, and it's not fair to die from doing exactly what the game has been training them to do. It would be more fair if the player bounced off the enemy without dealing damage, but also didn't die.
The game is only somewhat chaotic, since all the enemies move and shoot in easily predictable ways. If all the action on the screen can be easily processed by the human mind, it doesn't feel chaotic.
I love the game! You can try to add a stamina bar. Right now I can spam the jump button and kill everyone without being hit.
Wasn't sure how to destroy ships at first, but once I figured that out it was surprisingly addictive! If I could recommend something to further that mechanic, it'd be a combo system. It was very fun chaining jumps on enemies, if you could reward the player for doing so it'd make for a very entertaining time. The face of the game definitely convinced me to check out it, funny lil' guy. If anything, just needs more content and a refined game-loop. Nice work!
That was a really well made experience. It almost felt like a rhythm game, timing hops was so satisfying. The background and main character reminded me a bit of old claymation videos. I could see this being quite fun with extra enemy variety, powerups, etc.
Thanks for the gamepad bindings; they worked fine with an Xbox One controller, and it's so much more fun to play a platformer with a gamepad. I enjoyed attempting combos of jumps, hopping from one ship to the next. I'm not sure what you call this camera angle (is it some flavor of isometric?), but I like it. This sets the game apart visually from most of the other games in the jam I've tried. Seems like the game could use a little more variety (e.g. varied power-ups or enemy attack patterns), but it's a solid foundation.
A fun little shoot em up. Great work on the artwork considering the limited time.
The game mechanics worked well. I think perhaps the chaos could have been better implemented.
I love a great frogger so it was a fun experience, although I suggest adding some sort of twist to really switch up the formula and make it stand out from all the other such games out there. I was also confused as to how I was supposed to destroy the ships, so consider adding a brief tutorial segment of sorts at the start. The sound design/music was great. Good job!
Very nice game! 2 things I had in mind. I didn't understand you had to jump on top of the enemy ships to destroy it. I had to find it out accidentally. Second thing - I think it would be very good if you could implement a jump streak mechanic or something like that where the player gets more points if we jump from enemy ship to enemy ship. Other than those, very good music very good sfx. Liked the simple gameplay. Well done!




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