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Criteria | Rank | Score* | Raw Score |
Authenticity (use of resolution) | #38 | 4.714 | 4.714 |
Audio | #84 | 3.714 | 3.714 |
Graphics | #93 | 3.914 | 3.914 |
Overall | #103 | 3.850 | 3.850 |
Gameplay | #178 | 3.057 | 3.057 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Just me!
Was the resolution a challenge?
I adore working at this resolution. It's always a challenge wrangling animations out of so few pixels, but extra satisfying when you manage.
What did you learn?
I was only able to jam for a few days here at the tail end of the two weeks, so this was an exercise in scope maintenance and getting things done. It's a simple game, but it's a *game* and it's *done*!
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Comments
Nice little experience, I got what you were trying to achieve and felt the pressure in a few moments to land that perfect hop to catch a rain drop.
I wanted more! Perhaps there was more but I never made it to it.
I really like the art, the parallax effect is really nice and the art itself is very cool, the frog animation is adorable considering the tiny res.
The movement is a bit slow in my opinion, but that could be a design choice or an issue with the web version or something.
Wind and fire crackling effects are subtle and evocative and at least sound like they have some degree of random variation, I actually think it was a good choice not to drown it out with any music, maybe a really subtle ambient track but anything more would I think detract.
The narrative is pretty sad, with the frog trying to survive the bush fire. Pretty intense.
Nice entry, good work!
Quite good. But it was too easy, the frog was moving too slowly, there was no music (if I don't consider rain and wind music) and ,,hop" isn't a suitable name for the game on my opinion. You should better name it ,,Frog Survivor" or ,,Rain is the Last Hope". I'd recommend you to pay attention to such things next time.
Each thing you've pointed to here as a problem was a deliberate choice, so trust me when I say that I did pay attention to such things this time. Thanks for the comment!
Hop hop hop!
Nice little game. I loved how much life you put in this five pixels )
Thanks so much for playing!
Nice little frog sprite, movement was maybe not as responsive and fast as I’d expected. Number of rain drops was a bit too low (or I was just unlucky…) with many diagonal drops going to the far end of the screen impossible to catch in most of the rounds I played. Nice entry overall.
I went back and forth on the movement and in the end I chose to favor the experience over gameplay—the rain during wind I do wish I'd had more time to revisit! Ah well, c'est la vie—in the end, the frog dies.
Thanks for playing!
ToT poor thing, I croaked for 1192 feet and nothing ;-; I love the animation and the fire, great atmosphere.
Also our mechanics are so similar! even with the rehydration and colour changing Great minds think alike! :D though thematically I think they are polar opposites ^^ really good game!
Thank you so much for the comment! On one hand, I wish I'd've been able to add an ending other than inevitable frog death, but on the other hand, it IS inevitable.
People are just going to have to go and play your game for the happy ending. :)
The art was amazing! It really created an environment of despair for the little frog. I enjoy trying to go after raindrops, though the frequency of them during the wind made it difficult. This was great to play!
The wind was an eleventh-hour addition—one I can't imagine having had to post without—and to be honest because I had very little time and death was meant to be inevitable, I didn't do much of a "raindrops during wind" balance pass, haha. Thank you for the kind comment.
i really loved the atmosphere what you just built up in a little mechanic and a greatly chosen color palette and with some noises, great job
Thanks so much! Glad you—well, "enjoyed" may not be the right word, but than you for playing. :)
Such a sad story. Animation is quite good, I liked the audio and hopeless lag of jumping. It's a simple game, but it is a nice one. Good job!
Thanks so much for playing! I had to scope *way down* for the time I had to work, but I think (I hope!) the simplicity is a boon rather than a drawback.
Sad times for a frog. The game looks and sounds good and I like that it has a different feel to most other, similar games, adding to the mood. Maybe queueing the next jump would make the movement feel just a tiny bit more responsive.
I waffled so much about the movement during development—maybe it would have been a more pleasurable playing experience to have gone with the smoother jumps, but I also kinda think that it would've gone against the atmosphere. Either way, thank you for the comment!
This is really interesting!
The tragedy of the setting is really impactfully underlined by the dramatic lighting and shadows, which added to the immersion a lot. The lack of music and realistic sound effects also helped create a suspenseful atmosphere.
At first I was a bit frustrated by the unresponsive hop (long run-up on the animation) but as I kept playing I felt like it really added to the sense of hop(e)lessness the environment was creating. I felt the same way about the croaking mechanic which really just felt like screaming into the void…
I kept going for 1995 feet, hoping to run into some grand set piece of environmental storytelling, which the scale of the main character would really nicely allow for…but understandibly even if you had planned something like that, jam timelines are jam timelines. :)
This turned out amazing for the time you had to work on it!
Thanks so much for the lovely comment!
I desperately wanted to be able to do a grand setpiece, but as you say—the best laid plans are nothing against jam timelines! I'm so glad that what I was trying to convey with the game seems to have come across—that's always a challenge. When your character controls are clunky, even if by design, that can be offputting and that isn't an unreasonable response! Same with the croak, it wouldn't be unreasonable to be given a mechanic that does nothing—if you ignore that it's meant to make you feel hopeless, that you weren't given the tools for this job.
You are, after all, just a frog.
Nice game, good idea and clever 'HP' visualisation!
Thanks for playing!
I can confidently say this is the first game I've ever played with a ribbit mechanic. A true pioneer. But in all seriousness, a really neat little game! I hopped along for a minute doing just fine and then the wind picked up and I was like, "oh, oh no". Really clever concept that I could see being expanded into a bigger sort of survival endless runner (hopper?) type of experience. Also, a real sucker punch of bleakness I wasn't at all prepared for. You made me feel genuine emotion for a half a dozen slowly reddening green pixels, how dare you. But really though, good work!
I really wanted to have more things happen as you hopped along, changing the stage somewhat as you go, but there just wasn't time. You bet I made time for the ribbit mechanic, though! Gotta have priorities. I'd apologize for the sucker punch but the fact that you felt something means I did my job well enough in the end. Thanks for playing and leaving such a kind comment!
I really liked the adaptation of atmosphere to 64x64. I got used to controls after a while but it felt a bit weird at the beginning maybe could be improved. I also liked the wind. I thought there is no game over but there is actually if I escape from raindrops enough ;)
Y'know, I did experiment with making the hop smoother but I ended up going back to the chunky hop. I'm sure there's room for improvement, however. I'm glad you like the wind—that was an eleventh-hour addition I wasn't sure I'd have time to do. Definitely the game could do with some tweaking as far as raindrop frequency and such so that you don't have to *try* to lose—it was meant to be inevitable, haha. Thanks so much for playing!
Made it a quarter mile before Mr. Hoppington decided he would never find his friends and gave up the ghost. Is there an end? Nice graphics btw.
Frog hopped so hard and got so far
but in the end it doesn't even matter
Serious answer is, the only ending is inevitable death—it's one wee frog versus a world aflame. Thanks so much for playing!
Making 6 pixels look like a frog is not an easy task, but you did it. And the rest of the graphics looks great. The game is simple, but it makes a good impression. Score: 338.
Thanks so much! When I started doodling the frog and the first draft of the jump animation, that's when everything started to come together. Very glad you enjoyed, thanks for playing!
(I have to ask—what's the scale for the score? I'm so curious.)
Really good use of mechanics! I thought the rain was a background element. Awesome idea!
I tried my best to make the foreground rain stand out without looking out of place, perhaps it needs a revisit. Thanks for playing!
It actually is fairly intuitive. I first thought it was just a mood setter, but as I started to move, rain inevitably dropped on me and I instantly understood what it meant. Furthermore, as I progressed it was clear to me that I was drying up while hopping away, and I really should aim to be soaked on rain. It's awesomely implemented as it is, and you can easily turn it into a short and sweet game!
I don't think there was ever any hope for that frog :( I got to 1560 feet calling for frogs and then kinda gave up, I probably could go on indefinitely. The art is great, I like the chill vibes along with the sounds.
There sure wasn't. :c Thank you for the kind words and thanks for playing!
Good idea for sure, could do with a counter or something for some sort of sense in progress.
I waffled on a progress meter for a while but in the end I decided against it, opting instead to try for a feeling of helplessness. You're just a little frog against a whole forest fire, after all. Anyway, thanks for playing!