Cute art and animations, really charming all around. I love frogs though so I might be a bit biased. I didn't encounter any bugs. The boss was neat, the gameplay mechanics are solid and intuitive enough, the aesthetic is cute. I hope to see this again next DD!
Skipping the things others said already - on first encounter, when I used Spin exactly on the current position of the Frog the game bugged out. The Frog froze in place, didn't make attack and game became stuck. Also it needs health bar or something.
The graphical style and animations are going in the right direction. They're very nice and playful and a little bit mysterious. Boss attack being just fill bucket red feels out of place, it should be something different that fits with the rest. That turn to stone moment was pure kino.
Do you have idea for what type of gameplay you want for this? To me it feels like it's suited to be a puzzle game, where you figure out proper positioning and order of attacks. Like for example "figure out how to end this fight in 3 moves or enemies kill you". Each encounter being a unique puzzle. There are elements of that in the boss fight already where at first you just react to boss making attacks, but then when you figure out the blinds spots and safe spots where you can compensate with heal.
Yeah I just started hearing of it freezing and I'll have to figure out why, very concerning. It has a health display but I adjusted it poorly and forgot to pivot it to the top left, so when you fullscreeen it's completely gone. I thought I quickly fixed this before publishing by forcing a 4:3 aspect on the game, but that didn't work out on WebGL. Definitely will be fixed by next submission.The fill with the boss attack was just cause he was the last thing I made, and I felt rushed so there's no special effects on his attacks yet. I was thinking more just normal turn based combat similar to Chrono Triggers with some minor puzzle/strategizing elements with the positioning system. Next build I plan on having more ray implementation, so that if on the path of your attack there's something blocking you, it'll show you that you'll get stopped in place at collision. The idea here is two things, so you can't cheese bosses like this one by just hiding behind a rock the entire time, and so you can avoid swarms of enemies attacking you all at the same time, by positioning yourself out of their way, forcing the enemies to reposition themselves instead.
I was not able to get very far in FrogGame. It froze on me twice, and figuring out how things worked was mildly frustrating. However, I did in fact have fun, and I think the concept is really cool.
I'm sorry about that experience. I haven't heard of anyone else freezing so now i'm curious why. I'll have to do some more testing to see if I can recreate something. The only thing I can think of is that if you touch the walls, my collisions are buggy so sometimes you'll clip through and get stuck in a wall if you touch it during a frame dip. I'll try to get whatever it was fixed before the next submission.
I think it really needs music and sound effects, but the gameplay is actually very good. The boss is all about moving once or twice and spamming the healing attack. Outside of that it is very good. In the future have bosses that have longer turn delay between new attacks to force more chances.
Thanks! Originally I was thinking of making the boss get tired after 3 attacks, leaving an opening for you, but now I'm thinking the best idea is just to give him more moves, and occasionally go into a phase of full room attacks like the ones he can do now. Your idea is nice too, and I might just mix it with an AP system like the other dude here suggested. You're also the only person I've seen so far that cheesed the boss the same way that I did, it seems everyone found a different way to break my boss, but I enjoy that.
Got filtered by the 2nd phase of the boss. Didn't know how to hit him besides spin every other turn. A minor thing but the camera movement from the frog dancing around in battle can be annoying for landing positional attacks like the spin. Could be a solid foundation for a divinity: original sin type game.
Yeah the dance fucking up the positional attacks annoyed me during development too, I just didn't feel like bothering with it at the moment, but I'll definitely fix it before the next DD submission. The second phase of the boss can be bullshit. He's either too easy or too hard depending on what you do. I just stood perpendicular to the rocks in the bottom left corner, and that way there's a 66% chance he won't hit you next turn, and then I would just spam bash till he died. He needs a lot of work. I've never played Divinity so I'll check it out for some inspiration.
I think the concept is pretty solid for a game in the early stages of development. Positioning tends to work well in RPGs since it adds a lot of possibilities for interesting encounters, and the frog theme is cool because frogs are cool. Also, the best character in Chrono Trigger.
On the topic of suggestions, I think the game really needs a button to go back and pick a different attack and some kind of balancing mechanic for special moves. Perhaps having more than 1 action point available per round could be sufficient to establish a trade-off between movement and high damage/large AoE abilities because they can be assigned different AP costs.
Yeah the option to cancel attacks is gonna be essential, cause I've also ran into a bunch of cases where I regretted choosing an attack. At least it'll only be 2 lines at most. Balancing in general has been complicated for me cause I don't know what direction to go to, I never thought of AP though and that seems like it would be a cool mechanic. Would probably give more reason to select move instead of spin, if you could attack again after pressing move. Another one i've been thinking of would be to make you lose health when you use skills, like a replacement for not having MP in the game, but as of now I wasn't considering adding items either so it would be tough to survive unless I boost the heal, but then heal would also be OP.
I can't cancel selected Attacks. I can also move out of Combat range by moving and then killing with heal, I'm assuming this might allow me to skip encounters if done properly, especially if they're close together. Theres no sliding along collision Surfaces if they're angled. Feels sticky.
Your combat seems to check for overlapping Sprites, not overlapping ground collisions. Feels odd.
The Camera following the Frogs jumps during Combat feels odd aswell. When you're trying to line up your Slash on the Boss to avoid the next Attack while Damaging them, and your Frog randomly jumps causing your Target position to change.
The Boss itself feels like it could be interesting with the flowing Water or whatever its supposed to be, but it isn't. Since you have to reallocate every turn, Heal becomes useless. Move is useless apart from trying to cheese Stuff anyway, since you could just Dash and/or Spin. Maybe a limit on their ranges or a cooldown or something might work. Boss therefore comes down to spin left, spin right, and in the second Phase spin left of rock, spin right of rock, ocassionally spin below rock.
Didn't really encounter any Bugs, tho I think one Time using Heal in a regular Fight had a bit too much stickiness on the old Target, not letting me reselect properly.
The Encounter start Sequences, and all the ones in the Bossfight are simple but work surprisingly well.
Cute little RPG, have to say I wasn't expecting to play as a vampire frog. The abilities seem fine enough, but the enemies are low of health so it feels more like choose your flavor of how you kill them. My favorite for the weaklings was the spin, aoe is always fun. Obviously this is very early, but I hope next time you add some sort of walking animation and sound effects. The little guy hopping around while I walk with a bouncy sfx would have been much more entertaining while getting to the next encounter. Curious to see how you progress next time. I also found an exploit on the boss, all you have to do is spam click inbetween the rocks in the background:
Yeah I thought you'd die really easily if the enemies didn't die instantly, since I had so many swarms of enemies. Instead of balancing I just made enemies die instantly, and turned the demo into more of a display of your abilities and how they work in relation to the clumped up enemies in different positions. I haven't seen that exploit before, that's pretty funny, I'll have to fix it before the next submission.
Comments
Cute art and animations, really charming all around. I love frogs though so I might be a bit biased. I didn't encounter any bugs. The boss was neat, the gameplay mechanics are solid and intuitive enough, the aesthetic is cute. I hope to see this again next DD!
Skipping the things others said already - on first encounter, when I used Spin exactly on the current position of the Frog the game bugged out. The Frog froze in place, didn't make attack and game became stuck.
Also it needs health bar or something.
The graphical style and animations are going in the right direction. They're very nice and playful and a little bit mysterious.
Boss attack being just fill bucket red feels out of place, it should be something different that fits with the rest.
That turn to stone moment was pure kino.
Do you have idea for what type of gameplay you want for this?
To me it feels like it's suited to be a puzzle game, where you figure out proper positioning and order of attacks. Like for example "figure out how to end this fight in 3 moves or enemies kill you". Each encounter being a unique puzzle.
There are elements of that in the boss fight already where at first you just react to boss making attacks, but then when you figure out the blinds spots and safe spots where you can compensate with heal.
This is very promising and I enjoyed it.
Yeah I just started hearing of it freezing and I'll have to figure out why, very concerning. It has a health display but I adjusted it poorly and forgot to pivot it to the top left, so when you fullscreeen it's completely gone. I thought I quickly fixed this before publishing by forcing a 4:3 aspect on the game, but that didn't work out on WebGL. Definitely will be fixed by next submission.The fill with the boss attack was just cause he was the last thing I made, and I felt rushed so there's no special effects on his attacks yet. I was thinking more just normal turn based combat similar to Chrono Triggers with some minor puzzle/strategizing elements with the positioning system. Next build I plan on having more ray implementation, so that if on the path of your attack there's something blocking you, it'll show you that you'll get stopped in place at collision. The idea here is two things, so you can't cheese bosses like this one by just hiding behind a rock the entire time, and so you can avoid swarms of enemies attacking you all at the same time, by positioning yourself out of their way, forcing the enemies to reposition themselves instead.
I was not able to get very far in FrogGame. It froze on me twice, and figuring out how things worked was mildly frustrating. However, I did in fact have fun, and I think the concept is really cool.
I'm sorry about that experience. I haven't heard of anyone else freezing so now i'm curious why. I'll have to do some more testing to see if I can recreate something. The only thing I can think of is that if you touch the walls, my collisions are buggy so sometimes you'll clip through and get stuck in a wall if you touch it during a frame dip. I'll try to get whatever it was fixed before the next submission.
I think it really needs music and sound effects, but the gameplay is actually very good. The boss is all about moving once or twice and spamming the healing attack. Outside of that it is very good. In the future have bosses that have longer turn delay between new attacks to force more chances.
Thanks! Originally I was thinking of making the boss get tired after 3 attacks, leaving an opening for you, but now I'm thinking the best idea is just to give him more moves, and occasionally go into a phase of full room attacks like the ones he can do now. Your idea is nice too, and I might just mix it with an AP system like the other dude here suggested. You're also the only person I've seen so far that cheesed the boss the same way that I did, it seems everyone found a different way to break my boss, but I enjoy that.
He's the first boss, so he can't be too OP. Make it simple like it is, but with more room to breathe so more action can happen.
Got filtered by the 2nd phase of the boss. Didn't know how to hit him besides spin every other turn. A minor thing but the camera movement from the frog dancing around in battle can be annoying for landing positional attacks like the spin. Could be a solid foundation for a divinity: original sin type game.
Yeah the dance fucking up the positional attacks annoyed me during development too, I just didn't feel like bothering with it at the moment, but I'll definitely fix it before the next DD submission. The second phase of the boss can be bullshit. He's either too easy or too hard depending on what you do. I just stood perpendicular to the rocks in the bottom left corner, and that way there's a 66% chance he won't hit you next turn, and then I would just spam bash till he died. He needs a lot of work. I've never played Divinity so I'll check it out for some inspiration.
I think the concept is pretty solid for a game in the early stages of development. Positioning tends to work well in RPGs since it adds a lot of possibilities for interesting encounters, and the frog theme is cool because frogs are cool. Also, the best character in Chrono Trigger.
On the topic of suggestions, I think the game really needs a button to go back and pick a different attack and some kind of balancing mechanic for special moves. Perhaps having more than 1 action point available per round could be sufficient to establish a trade-off between movement and high damage/large AoE abilities because they can be assigned different AP costs.
Yeah the option to cancel attacks is gonna be essential, cause I've also ran into a bunch of cases where I regretted choosing an attack. At least it'll only be 2 lines at most. Balancing in general has been complicated for me cause I don't know what direction to go to, I never thought of AP though and that seems like it would be a cool mechanic. Would probably give more reason to select move instead of spin, if you could attack again after pressing move. Another one i've been thinking of would be to make you lose health when you use skills, like a replacement for not having MP in the game, but as of now I wasn't considering adding items either so it would be tough to survive unless I boost the heal, but then heal would also be OP.
cute game :)
I can't cancel selected Attacks. I can also move out of Combat range by moving and then killing with heal, I'm assuming this might allow me to skip encounters if done properly, especially if they're close together. Theres no sliding along collision Surfaces if they're angled. Feels sticky.
Your combat seems to check for overlapping Sprites, not overlapping ground collisions. Feels odd.
The Camera following the Frogs jumps during Combat feels odd aswell. When you're trying to line up your Slash on the Boss to avoid the next Attack while Damaging them, and your Frog randomly jumps causing your Target position to change.
The Boss itself feels like it could be interesting with the flowing Water or whatever its supposed to be, but it isn't. Since you have to reallocate every turn, Heal becomes useless. Move is useless apart from trying to cheese Stuff anyway, since you could just Dash and/or Spin. Maybe a limit on their ranges or a cooldown or something might work. Boss therefore comes down to spin left, spin right, and in the second Phase spin left of rock, spin right of rock, ocassionally spin below rock.
Didn't really encounter any Bugs, tho I think one Time using Heal in a regular Fight had a bit too much stickiness on the old Target, not letting me reselect properly.
The Encounter start Sequences, and all the ones in the Bossfight are simple but work surprisingly well.
Thanks. I've noted it all down to have it fixed before the next submission.
Cute little RPG, have to say I wasn't expecting to play as a vampire frog. The abilities seem fine enough, but the enemies are low of health so it feels more like choose your flavor of how you kill them. My favorite for the weaklings was the spin, aoe is always fun. Obviously this is very early, but I hope next time you add some sort of walking animation and sound effects. The little guy hopping around while I walk with a bouncy sfx would have been much more entertaining while getting to the next encounter. Curious to see how you progress next time. I also found an exploit on the boss, all you have to do is spam click inbetween the rocks in the background:
Yeah I thought you'd die really easily if the enemies didn't die instantly, since I had so many swarms of enemies. Instead of balancing I just made enemies die instantly, and turned the demo into more of a display of your abilities and how they work in relation to the clumped up enemies in different positions. I haven't seen that exploit before, that's pretty funny, I'll have to fix it before the next submission.