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The Princess and the...'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibility | #29 | 3.318 | 3.318 |
Controls | #35 | 3.409 | 3.409 |
Fun | #54 | 3.227 | 3.227 |
Graphics | #58 | 3.591 | 3.591 |
Overall | #59 | 3.299 | 3.299 |
Originality | #66 | 3.409 | 3.409 |
Theme | #69 | 3.455 | 3.455 |
Audio | #123 | 2.682 | 2.682 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2
Wildcards Used
None
Game Description
Frog Prince meets Frogger
How does your game tie into the theme?
Its a gameified take on the Frog Prince
Source(s)
https://github.com/PeteTimesSix/frog-prince
Discord Username(s)
PeteTimesSix
Participation Level (GWJ Only)
0
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Comments
Liked the unique style and the jumping mechanic!
I think it's kind of hard and may benefit from some more checkpoints in between.
Also I am not sure that it's starting you from the very beginning but somewhere farther up which may have not been intended.
Overall I really liked it though, nice job!
Very fun! Really cool and intuitive way to control Frogger. Felt really nice to land the jumps on the moving platforms (see the last loop of our game for a poor implementation of frogger-style log-jumping lol).
The art style was simple but really clean and concise which is really nice for when the player is trying to make accurate precise movements. Again, the control scheme is really polished and I'm glad you had the foresight to allow players to cancel their jumps.
Nice work, impressive for a first entry!
Great idea and I liked the art style a lot! I like the application of frogger to the theme, like you mention it feels natural. I will say, I found it quite difficult (though maybe that’s just a skill issue lol) - I made it down to the bottom alright, but I really struggled to get around some walls on the way back up and fell in a good number of times. Some way to cancel a jump or shorten a jump would’ve made life a good bit easier. Good work!
Gameplay was very fun! The artstyle was simplistic but unique, and very effective at conveying what it needed to convey. I was going to comment about a bug that you spawn at a checkpoint you haven't reached, until I got to the end (beginning) and realised what was going on. I actually kind of liked how I started at the halfway point, thought "there's no way I can go up, looks a bit too challenging, the developer probably wants us to go down", but then when I reached the halfway mark again, I was confident enough to go up without any worries.
Solid gameplay, solid artstyle, would frog again!
Maybe I should have stayed quiet and pretended I did that on purpose :D
Really solid mechanic. I like the art style and execution. I was confused why I seemed to be failing forward, but realized what was happening is I was going backwards back to the beginning :). I enjoyed it
I LOVE the art style, really sent me back in the day playing vector games like Star Wars and Tempest. It was a little unclear what was traversable terrain (a natural challenge to convey when using this art style, but one I feel is worth overcoming to keep this art style intact!).
And don't sweat the halfway marker thing, we all forgot one or more things we accidentally left on for testing when we upload it and that's hardly a game breaking bug, just helps out those of us who couldn't finish the first half on our first try!
P.S. FORG HYPE FORGS FORG FORGS
In retrospect, I probably should have paid it more attention when that was the complaint shared between the buddies I threw the game at for playtests. Certainly going by all these comments about it, anyway :) I'd banned myself early on from filling in polygons to maintain the faux vector display art style, but I should have come up with something.
I'm sure you'll come up with something. Maybe there's a certain color, or jagged lines, or something that'll stand out to players as non-traversible. Could also have a mostly safe 'starting area' with mixtures of the two types of boundaries before you get to the water where players can learn what is and isn't a crossable line before they get to the waters edge. Either way its a very minor issue and something that the classic vector games struggled with anyways.
The art was really successful, my only complaint was not always being sure what was land and a wall and plummeted to my death a few times thinking I was jumping onto a path.
Next time, the first thing I'm gonna do is make a pause menu and add cheats, warps etc. I almost uploaded without any audio because I turned off the master bus.
Loved the simplicity of the art, well done. Could not figure out where to get off the turtles, it could be a bit clearer which part you should take (or at least where you can not go). Overall, a great first time submission (although wrongly submitted), well done!
Really cool retro style, admittedly I didn't get very far
[Now I read the known issues, I got past half way! I can be happy with that :)]
I really love the art of this game, super simple, but polished looking. Also the storybook at the beginning was super cool. Good job!
I love the vector graphics style and simple sound effects its really cute. Of course I dig the theme too, we took very different approaches with it :)
the graphics remind me of another game called vib ribbon! really cute, love how this game looks
You don't start the game from the beginning which is a huge oversight. I genuinely really enjoyed the simple graphics and the hopping around. Good stuff!
Head, meet desk. Can't believe I forgot to run it one more time after uploading that last build. Thanks for pointing it out, anyway - lesson for next time, I suppose!