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Kazzakhyle

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A member registered Aug 27, 2020 · View creator page →

Creator of

Recent community posts

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.

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!

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Dylan and I played your game and really enjoyed the Geometry Dash style gameplay with a twist! We did have to mute the tab, though, as the music were a little too loud.

Feedback: It would be great to have volume sliders so players can adjust the music and sound effects independently!

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Dylan and I got to try out your game, and we really enjoyed the neat little puzzles! They reminded us of some of the puzzle games we grew up playing. Thanks for sharing your game with us!

I Did like the "Arcade" type button presses, WASD was more so a person preference.

Dylan and I got to play this and really enjoyed the art style and the unique concept! 

Dylan and I played this and really enjoyed the basic puzzle gameplay! I would have preferred the option to use WASD or the arrow keys instead of clicking on the screen, but I understand that having on-screen buttons makes the game more accessible for mobile players.

That's fair, I know how you feel. At least your game is playable in the browser XD

Dylan and I played your game and really enjoyed the neat little concept! We also really appreciated the accessibility options, which were a great addition to the experience.

Feedback: We did notice that the boat controls felt a little off while driving. We're not sure if this was intentional, but it did make navigating the water a bit challenging.

One suggestion would be to reduce the size or frequency of the waves, or alternatively, make the boat a little bigger or faster to help it handle the water more smoothly. :)

Dylan and I played your game and really enjoyed the art style! We loved the “Where’s Waldo?” style gameplay, with the added twist of having a specific objective for each Frog. It was a fun way to put a spin on the concept.

Feedback: We found the audio a little loud and would love to see some audio settings added in the future, such as a volume slider. :)

Thanks, Francis! We brainstormed a few different ideas, such as Fwog and Froggy, before settling on FROGG. We felt it was unique enough to stand out, and it has a little extra meaning behind it too, with “GG” standing for “Good Game.” Depending on how people interpret it, it can also be read as “Frog Game,” which we thought was a pretty neat little bonus! :)

Dylan and I tried your game and really enjoyed it! We liked the art style, found the gameplay loop fun and engaging, and thought the controls felt good overall.

Feedback: One thing worth looking into is the audio balance, as some sound effects were extremely loud and a little deafening. Adjusting the volume of these effects would help create a more comfortable experience. We also noticed that the camera felt quite jittery at times, which caused some motion sickness. Smoothing out the camera movement could help make the gameplay feel much more comfortable and enjoyable.

Bug:
We also noticed that the Linux controls weren't displaying correctly in the HUD, showing placeholders like {tool_use} and {confirm} instead of the actual control prompts. Fixing these would make the controls much clearer for Linux players.

Overall, we enjoyed the experience and think these adjustments could make the game even better! :)

Dylan and I played your game and really enjoyed the puzzles! They were fun to work through and kept us engaged.

Feedback: One thing we would have appreciated is the option to adjust the audio volume or mute it entirely. The audio can become a little repetitive over time, so having these options would help improve the overall experience. :)

Dylan and I finally got around to checking out your game, and we both immediately loved the arcade-style audio! It brought back a lot of nostalgia for classic arcades. We also really appreciated the wide range of accessibility options.

Overall, we had a great time checking it out! :)

Dylan and I tried out your game and immediately fell in love with the consistent art style and the unique take on “body signals.” It’s a lovely little cozy game, and I really enjoyed seeing Bop smile whenever I did something “right.” It’s a small detail that adds a lot of charm and makes the experience feel even more wholesome! :)

Dylan and I played the game and really enjoyed the concept of an attack-and-move strategy game. It was an interesting idea, and we had fun exploring the different mechanics. However, it took us a little while to understand each frog’s unique abilities.

Feedback: Consider introducing each frog and its abilities through a tutorial level. This would help players better understand what each frog can do and how to use their abilities effectively. :)

We Received "Session Not Found" We even tried different Browsers. 

Dylan and I both attempted to play the game together, but unfortunately, we were unable to get the multiplayer functionality working.

Despite this, we were still able to review the game through screenshots and discuss its overall concept. We both agreed that the idea was interesting and had the potential to be a lot of fun.

Feedback: The pixel font used may make it slightly difficult to distinguish between uppercase and lowercase letters. Consider using a font with clearer letterforms to improve readability.

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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!

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.

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!

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.