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Phrog Postmortem

Game 05 Postmortem – “Phrog”

Phrog is my fifth game, a quirky puzzle game where players help a humanoid amphibian creature named Phrog search an empty house for food before time runs out. Every action costs 5 minutes, making strategic decision-making essential to achieving the best outcome. Developed in just a few days due to a packed schedule, Phrog builds on mechanics from my previous games while exploring a more lighthearted, whimsical tone and vibrant art style. Here’s a reflection on what went right, what went wrong, what I learned, and what I would change.

 

What Went Right

Streamlined Time Mechanic The time mechanic was one of the game's standout features, creating urgency and forcing players to think carefully about each action. By deducting 5 minutes per interaction, players faced meaningful trade-offs, which made even simple choices engaging. Building on my previous experience with a health system in Bee Careful, I implemented this mechanic quickly and effectively, allowing me to focus on other aspects of the game.

Refined UI Design The UI design was polished and user-friendly, with significant improvements over my past games. Finalizing the design early and centralizing most of the styling in the CSS stylesheet avoided alignment and zooming issues that previously caused problems. The mini-map was especially helpful in aiding navigation, while the countdown timer provided clear feedback on the player’s remaining time.

Consistent and appealing Art Style The art style, created using the bitmap method from Noid, was cohesive and visually appealing. By standardizing assets at 12 bits and adding color filters, I ensured the environments felt like part of a unified world. Phrog’s quirky, froglike design stood out as a memorable and fitting representation of the game’s tone. The process was also efficient, allowing me to produce quality visuals despite the tight deadline.

Lighthearted Writing Shifting to a more humorous and laid-back tone fit the game’s premise and provided a much-needed creative break after working on more serious projects. The dialogue felt natural and aligned with Phrog’s peculiar personality, offering players a fun, personable experience. This tone was well-suited to a short, puzzle-focused game like Phrog.

 

 

 

What Went Wrong

Rushed Timeline The short development window left little room for testing or refining. While I conceptualized the mechanics and puzzles in advance, I didn’t have time to fully flesh out the game world or test pacing. As a result, some areas, like the bathroom, felt underutilized and lacked meaningful interactions.

Simplistic Puzzle Design While the sparse food vs. locked freezer puzzle worked as a central mechanic, it lacked complexity. Adding multi-step solutions or more decoys would have made the gameplay more engaging. The puzzles didn’t challenge players as much as I’d hoped, and the lack of variety made the experience feel somewhat one-note.

Harlowe Limitations Harlowe’s inability to extend clickable areas beyond text remains a recurring issue. While functional, this limitation slightly detracts from the overall polish and intuitiveness of the UI. This challenge is specific to the engine and continues to constrain the design possibilities for my games.

Minimal Audio Design Sound design was kept to a minimum due to time constraints, with only a pre-made retro music track included. While the music fit the theme, adding custom sound effects or ambient audio could have significantly enhanced the game’s atmosphere and immersion.


What I Learned

Efficiency Through Reuse Leveraging mechanics and systems from previous games proved invaluable. Reusing and refining the time mechanic and bitmap art process allowed me to focus on polishing the gameplay and visuals, demonstrating the importance of building on existing strengths.

Balancing Humor and Simplicity Creating a lighthearted, quirky game was a refreshing change of pace and helped me stay motivated during a busy period. I learned that humor and personality can elevate a project, but they still need to be paired with engaging mechanics to maintain player interest.

Planning Ahead Saves Time Pre-planning the mechanics and core structure, even while finishing my previous game, was a lifesaver. This early conceptual work minimized wasted effort once development began and allowed me to stay on track despite the tight schedule.

The Importance of Testing The rushed timeline highlighted how essential testing is for balancing pacing and puzzle design. Involving playtesters earlier in the process could have helped refine the puzzles and ensured all areas of the game felt purposeful.

 

What I Would Change

Add Puzzle Complexity The puzzles could benefit from additional layers of challenge, such as multi-step solutions or more decoys. For instance, the freezer key might require players to find a secondary item or decipher a clue before it becomes accessible. This would create a more rewarding gameplay experience.

Incorporate More Meaningful Areas Underutilized locations like the bathroom could be reworked to include small but engaging interactions, such as humorous decoys or minor clues. This would make exploration feel more purposeful and reduce the sense of filler content.

Enhance Sound Design Custom audio effects, such as the hum of the freezer, creaking floorboards, or even Phrog’s internal thoughts, could deepen the player’s immersion. Future games should prioritize sound design to enhance the overall atmosphere.

Explore Engine Alternatives While Harlowe is reliable for simple mechanics, its limitations with interactivity and clickable areas continue to frustrate. Experimenting with other formats like SugarCube or even engines like Godot could open up new possibilities for future projects.

 

Phrog was a fun and quirky project that allowed me to experiment with a more humorous tone while refining mechanics from my previous games. Despite the rushed development, it showcased growth in areas like UI design, art consistency, and conceptual planning. While there’s room for improvement, I’m proud of what I accomplished in such a short time. Phrog’s odd little world was a joy to create, and I hope players enjoy helping him find his next meal.

Thanks for reading 😊

  • -BP

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