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Froga

13
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3
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A member registered Jun 19, 2025 · View creator page →

Creator of

Recent community posts

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 really liked the game concep. I don't think I've seen this kind of combination before. However, from an implementation standpoint, there are a few things that could use some work:

The first issue is FPS-related. I could only play comfortably in slow mode because in normal mode my character moved way too fast and became nearly uncontrollable

The character controls also don't feel quite right. I haven't played many platformers so I can't point exactly what's missing, but as a player I can feel that something is off

Part "LMB to grab". The hand mechanic triggered by the left mouse button also took me a while to figure out. I think the issue is that the tutorial moment where it says "LMB to grab" can actually be skipped by using the wall bounce mechanic instead

Are you planning to add any special effects in the future? Would be cool if blood stains on the floor as it moves, similar to Super Meat Boy

I also enjoyed the hand mechanic. Do you plan to develop it further? For example, a mode where the hand has collision and you can jump on it like a platform

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