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Froga

18
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A member registered Jun 19, 2025 · View creator page →

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I meant that constantly switching between the weapon and the flashlight gets tiring pretty fast, by around the 15-minute I was already getting exhausted from switching to the flashlight. I'd compare it to the flashlight situation in Doom 3 :)

I like the game, but honestly, the tutorial really frustrated me, there's way too much text for this kind of game. I'd much rather have a more visual tutorial instead of text-based explanations

I like the overall concept, reminds me of Isaac. I want to agree with the previous commenter about how switching between the flashlight and the weapon isn't very convenient. I'd prefer if the flashlight was just on by default. Also, the character controls don't feel very responsive to me.

As for the concept, I think the idea is solid, but at this stage it needs major reworking

First, I ran into two bugs in a short play session, for example, the "clock out" button didn't work after I died. There's also a lack of feedback when enemies die: no shadows under them and death animations is not emought. In this type of game, weapon feedback and impact effects really matter a lot. Visual tower upgrades are important in this genre, players want to actually see their towers getting stronger.

As for the towers themselves, I liked that there's a good variety to choose from. What I didn't like is the train length limit, I'd love the option to make it longer, and maybe in the future have different maps where you could place two trains, that kind of thing.

Also, towers currently have pretty short attack range, which feels lacking. Enemies spawning from the top and bottom are also way too close to your base's center, which doesn't feel great either.

Settings also don't seem to work properly, I turned off camera shake, for example, but it was still shaking.


As an indie developer myself, I understand this might sound harsh, but I'd rather be completely honest than sugarcoat it :)

I like the idea of the game - expanding your base and fighting off waves of monsters. But I'm not really a fan of how it's made right now. It's hard to point out one specific thing, since the whole UI/UX just feels rough. Right now the game is just hard to play because of the technical execution, not the gameplay itself

I know it's an alpha version, so it needs a lot of technical work. But I'm hopeful it'll get better, the game got me interested and I'll be following it

Thanks for the feedback!

Yeah, the health recovery card is already implemented and will be added in the next update. It'll work exactly as you described

About the music - yep, it's in progress

Could you describe how you imagined the attack phase working? Like, were you picturing it as more of a tactical puzzle? That part was actually designed to be more fun-focused rather than strategic. I can ask my playtesters about it and there's a chance the attack system could get a rework toward something more tactical

I like the concept and mechanics of the game, but the graphics feels abstract and I don't think that works in its favor. The geometric visuals make it pretty hard to understand what's actually happening on screen

Maybe if the game had more recognizable shapes like little soldiers or familiar figures of some kind and you played as some kind of monster character, that could help a lot to understand the gameplay. Also, a level-based mode with puzzle-solving elements could work really well too. I think that kind of approach could actually land well with some mobile players

Really loved the nostalgia trip back to Windows XP times. The concept is great and I had a fun with it

The only thing is it feels short. I'd love to see more content added. More mini-games, more XP-era elements, just more stuff to explore

Thanks for the rating!

About the text sound: can you tell me more? Was it too loud, the sound itself was unpleasant or maybe the repeating got annoying? Asking because the sound is a bit different in the installed version, cleaner there

I'll add a small tutorial for movement and interaction, that makes sense

For the card system: I think players can figure it out pretty quickly just by playing, so I wasn't planning to explain it much. But I'll ask my playtesters and see if they agree

Thanks for adding the linux version

The visuals are really impressive, the art looks cohesive and well put together and the controls feel very smooth and enjoyable

As for the gameplay itself, I can't say too much since I don't really play racing games, but I did run into a bug, when hitting a ramp, the car can end up in a situation where it gets completely stuck. It would be great to have some way to reset the car's position when that happens

Thank you so much for the detailed feedback, really appreciate it!

The credits - I know, they're not implemented yet, but a fix is coming soon

About the cursor -  thanks for pointing that out. The game is designed for fullscreen, where it's less noticeable, but I'll look into improving it

About the cards - there's actually a way to hide them. Did you notice the hint in the bottom right corner with the mouse icon showing the right mouse button? You can also cancel a card selection the same way with right click (with hind on the corner)
Мaybe it's worth adding the option to deselect cards with the left mouse button?

I agree, card take up quite a bit of space, so I might add a animation where they slide down a bit when not in use

Music will be in the future)

I updated the game, there's now a downloadable version available. Give it a try

I tested it on my fairly low-end laptop and didn't notice any major performance issues. Could you share your device specs so I can look into it?

I like the weapon feedback, it feels good and has a potential

How do you see the game developing further? In my opinion, this could make a great shooter with levels and Arena mode as a separate game mode

Also, the procedurally generated levels don't feel engaging enough for long play sessions. I think it would be worth trying to design handcrafted levels for the game, make the gameplay more compelling

However, the game is very dark. I can barely see enemies until they're right next to me. I think the visibility range should be at least doubled

Gameplay: I noticed the enemies react nicely when they take damage

Story: Since this looks like it's made for mobile, players there usually want fast, quick gameplay. It might be worth cutting back on the story and focusing more on the gameplay itself

Visuals: The mix of pixel art and AI-generated art felt like the weakest part to me. The two styles don't really match, and it breaks the overall look of the game. I'd suggest sticking fully with pixel art