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A jam submission

FrogologyView game page

Save the frogs... Collect them all!
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Frogology's itch.io page

Game Title
Frogology

Developer Name
Croak Crew

Short Promo Blurb
Play as a conservationist, protecting the environment by learning more about it.

Promo Image(s)
https://drive.google.com/drive/folders/1BlcFtjXqCQfjrWNW1L_bclQYRucbcoy-?usp=sharing

Promo Video
https://drive.google.com/file/d/1RmxfMgMEu-9pgVvyYZO-4ZCUvPnitrI3/view?usp=sharing

Artistic Statement / Use of Theme(s)
Frogology is an open-world quest game in which players participate as a conservationist for frogs the the Sierra Nevada mountains of southern california. Throughout the progress of the game, players go on quests to locate frogs and remove threats as their populations teeter on extinction. From the first person perspective of the game and the scientific research Frogology allows the player to change the story of the frogs in the region and change the story by making players more aware of the many species of amphibians on the shopping block of extinction due to climate change
By utilizing a low-poly style, the landscapes in the game are able to be easily customized and expanded upon to provide the player a large world to explore and take care of their hopping friends. This style also benefits the programming side of the game as it allows for faster loading times and less lag that would prevent players from being fully immersed in the world of the game.

Development Summary
This document will break down the process and overall summary for the development of ‘Frogology’, created for the Indiecade Climate Jam 2024. From the start, all developers on our team seemed interested in focusing on frogs and environmental concerns. Eventually we settled on the narrative of playing as an environmental conservationist, in the Sierra Nevada area with the goal of preserving, surveying, and helping the local frog population.

Because of the open world format of this game, we decided to make the game driven off of the narrative and flow quest based structure. These quests would then take place in various parts of one big forest region. . Ben and Carter created the level spaces & plotted out the narrative. Megan and G Quinn created all the assets and models of animals, props, and environment. Jaiwen created our dialogue system with help from Allen. Micah created and integrated the player controller, helped create menus, and created the music. Jaiwen created animal AI behaviors, and helped implement quests. Everybody filled in where they were needed, and communicated amongst ourselves throughout the process.
Over the course of the jam, we met typically twice a week to discuss game mechanics, design, and make sure we all were in agreement about the game's direction and what needed to be created next in the pipeline.

Release Plan
The team for Frogology would like to be considered for the Indiecade Steam bundle to release later this year. Please refer to our team contact if there are any questions or changes that need to be made for the final release on the platform. For this larger release, we would most likely add more levels and species to add further detail and realism for the larger audience and platform.

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Comments

Submitted(+1)

Game was super well polished and interesting. Great map and interesting gameplay at first, though the fidning the fox segment was a bit difficult and where I ultimately had to stop, but this is still incredibly well polished and detailed for a game jam game.

Submitted(+1)

Really loved playing this game! It was aesthetically really cohesive and fun, and the music and sound effects did a great job of completing the atmosphere. The narrative and dialogue were well written, and I kept being drawn in to play more. 

I did encounter a few issues with the animal AIs where running into them wouldn't complete my objective. I don't know if it's because I wasn't always crouched, but at one area where there were a ton of frogs, the frogs rarely got counted in my quest tracker, even though I passed through them. I'm not sure if it's because many of them got alerted to where I was, but if that's the issue, I'd recommend explicitly telling the player that they have to be crouched for it to work or changing it. 

I had a similar issue with the fox hunting quest where I could only capture the fox while it was distracted, which proved difficult when there were two foxes and I had to chase after both of them. I don't think this would have been quite so much of an issue if Timmy had told me to place bait out for them instead of just telling me to camp until 16:00.

I think the real-time gameplay works with the environment, but there could be a few tweaks (ex. pausing the timer while talking to someone, allowing the player to skip forward a few hours, especially on the fox-centric quests). When relying on that timer so often, it can feel a bit tedious as a player to look for things, especially because you have to find things all over again when the day resets. A map of some sort would also help a lot in that regard.

Overall, I had a really great time playing Frogology! I think with a few bug fixes and quality-of-life improvements, it'll be really successful. Great job!!

Submitted(+1)

(Pasted from Cohort 2)

Mac build did not work for me unfortunately. The character movement, even while sprinting, was way too slow for my taste. Wasn’t always sure what to do as it seemed even though I ran into a frog, a checkmark wouldn’t show up sometimes. Would have been nice if the NPCs had some idle animations. I also had difficulty reading the black informational text against the background. 3D models all worked well together. Really liked the idea of a notebook with different animal bios. Didn’t finish but I thought the premise was interesting and the writing was well done. Would be interested to see if/how you develop it further. Would be interested to play it again at that time.

Submitted

Just jumping around and chasing frogs around while throwing bait at there heads is really enjoyable. The story is great too and ties into the theme really nicely in a unique way.  My one suggestion is please add bunnyhopping! That would be so much fun and make traversing across the map much quicker.

Submitted

I was often confused of the specific location of the objective, whether that be the frogs or the foxes - it would be helpful if there were some way to locate them

Submitted(+1)

I enjoyed the game quite a bit! I like how you can collect and even listen to the sounds of different animals you encounter, and the story was very unique as well (although there are some spelling errors here and there). I also really enjoyed the music and sounds you guys came up with. 

If there is more time for the jam, I would really love to see how the different characters will react to the dialogue through some animations! Also, I'm not sure why sliding is in the game. Personally, I don't feel like it really fits with the style, but the complete FPS-style control feels very nice and responsive. Overall, great job!

Submitted(+1)

I have to say, the game’s cheerful art style and design really won me over. It’s such a charming and fun casual game. The straightforward controls made it easy for me to jump in and keep playing. The frog’s modeling is truly adorable! As a suggestion, adding more UI guidance could improve the initial gameplay experience. I also loved how the chain reaction from protecting the frog highlights the importance of climate conservation. Excellent work!!!

Submitted(+1)

Awesome work in completing this sprint! You have so many movement abilities in your game, it is very impressive. 

I'm primarily a game artist so I'll be commenting on a few things art wise you may want to consider for your game. 

- Frogs are adorable, excellent job.

- Would love to see the human models each receive their own independent texture time-permitting, instead of just accessories or base colors changed. Rigging and animation would also be a plus if there was more time. 

- A mini map in the bottom left or right of the screen would be awesome for locating the remaining frogs/where other npcs are located. 

- You might want to consider increasing saturation and lowering value on your organic models. The reverse can be done for in-organics. Otherwise, you might want to change the intensity of the sky since the light is very bright. You could also consider adding model lights (lamps, car lights, etc.) 

- You also have a few spelling errors in your dialogue, I would proofread the entire script to check for small, but noticeable problems. Already mentioned in the comments, but the dialogue is quite girthy for a game that seems to have a more relaxed tone.

Best of luck, can't wait to see if any more changes have been made in the future.

Submitted(+1)

I really enjoyed this game! The look, feel, and soundscape are great, but the gameplay was really the highlight for me. It feels very free, relaxing, and pushes you to engage with the ecosystem in an immersive and naturalistic way.



Bugs/Points for Improvement (I played the Windows build):

  • Some of the abilities feel superfluous and dilute the tutorial, making it feel a bit over-the-top and jarring (sliding, climbing, etc., which aren't used nearly as often as the stealth mechanics). Tagging frogs is also skimmed over.
  • Objective and update text is sometimes unclear or awkward (ex. "Component 'tagged frogs' was incremented", "Go to Timmy" without any indicator of where Timmy is, etc.)
  • Time limits seem to be at odds with the feeling the rest of the gameplay is going for. As someone who worked on another real-time simulation-driven game for this jam, I think the tension of running out of time doesn't mesh with the vibe and open-endedness of the rest of the game.
  • Dialogue is often overlong, with an interface that doesn't fit in with the rest of the game's look/UI. I'd recommend having more events with less text per interaction.
  • Transition between tutorial and main scenes is pretty abrupt; I even found the cat without returning it!
  • I was able to fall through the world around the back of the map.
  • The game seems pretty intensive to run, at least for a Unity game; especially given the view of the scene after falling, there seems not to be any culling or level optimization.


All of this being said, this game comes together very well to form a pretty polished experience. Loved my time with it, and looking forward to any future versions!

Developer(+1)

The mac build is a bit scuffed, you need to cd into the ~/MacOS/FrogGame file and use chmod 755 to make it an executable. https://support.apple.com/guide/terminal/make-a-file-executable-apdd100908f-06b3... use this as an refrence.