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Tales of a Radfrog's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Humor | #39 | 2.105 | 2.400 |
Theme | #69 | 2.280 | 2.600 |
Innovation | #72 | 1.930 | 2.200 |
Fun | #77 | 2.105 | 2.400 |
Overall | #83 | 2.017 | 2.300 |
Audio | #84 | 1.491 | 1.700 |
Graphics | #84 | 2.105 | 2.400 |
Mood | #95 | 1.579 | 1.800 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Good start for a platformer. I agree with the comments about the camera. Also, the jump physics are very floaty and hard to control. This is definitely the start of a good game, so keep working on it!
Mechanics are pretty cool. I must says It's not easy (for me at least) to play a platformer with both WASD + SPACE + MOUSE. For the camera issue, consider using cinemachine (Brackeys tutorial), it's free and it helps a lot to always see where you are. Otherwise well done, for the long jump, wall jump, and mostly great job with the tongue.
I love the artwork for the character! As for more critical feedback, the camera needs a lot of work. One of the biggest mistakes that a lot of newer developers make is something called a "blind jump" where the player can't see what's ahead of them, they just need to jump for it and trust that they land on something that doesn't kill them. As for this game, the bottom of the camera scrolls above the floor with every jump, making every single jump blind on your way back to the floor. It helps that the end of levels have text that lets you trust that the fall will clear the stage and not kill you, but there are a huge handful of sections where you just need to move downwards and trust that you don't fall and die, as you have no possible way of knowing if there even is anything below you.
Other than that, the tongue physics were fun, and I liked that you could charge up a super jump. Just make sure the player can see where they are going in the future! Nice work.
I like your frog's silly legs and the way the tongue swinging animation makes them dangle. The sheer size of the levels is ambitious for such a short period of time. Wall jumping works kind of intermittently.
Goofiness achieved!
Great job on your first jam! I liked the art and the overall retro vibes of the game. However, the controls feel a little clunky and the camera movement could use some tuning (not fast enough for fast drops). With some tuning here and there, I think it can be a great game!