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Frog - Metroidvania m22's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #13 | 3.600 | 3.600 |
Enjoyment | #19 | 3.200 | 3.200 |
Overall | #27 | 3.112 | 3.112 |
Execution | #30 | 2.800 | 2.800 |
Sensory | #42 | 2.850 | 2.850 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot 4
Team/Developer
Raptor, Glitchy, RejectCode
External assets
Lots of assets in the credits inside the game.
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Comments
Great job! I had a lot of fun with the game. The characters look cute, and the perspective is pretty wacky. The tongue grapple is especially fun to use but a bit unintuitive.
I was surprised how expansive the game was, actually. Main menu, soundtrack (I recognize the drum samples from beepbox), multiple enemies and hazards, huge levels and even a map/fog of war system. Very impressive.
I took the time to explore it all, even though I found some sequence breaks, which I wonder if you knew about? Basically, you can get the grapple early with a damage boost, and save frogetta with no other abilities. It's nothing too negative, I think sequence breaks are cool if they're difficult to achieve, but it took only a few tries.
Overall I really liked it! Even the little dev bonus at the end is something unique.
Thank you so much for all of the comments and great feedback!
We are very interested in that sequence break you mentioned. I think I know what you mean by damage boost. Do you happen to have or do you think you could do a short video or gif of that part?
If not, we understand and can probably find and/or recreate it.
Thanks again!
Here's a video of both the damage boost and some wall climbing you can do with the grapple. The wall climbing is not easy and pretty tedious so it's more a cool trick than anything problematic. You need some horizontal space to climb, so if you fall in the narrow pit next to the upgrade you're softlocked (unless you have the climbing upgrade of course). It's possible to climb up to the ceiling of every level and reach lots of places.
WOOOOOOW this is so cool, i love the 3d/2d combination!
Good game! It has an interesting 3d perspective & reminds me a bit of Crash Bandicoot. I ran into an issue with the Spikes that drop and rise in the forest level. I was unable to get past them. They hit you on the way down & on the way up and I am unsure if it possible to not get hit by them.
Did you read the Bug Note on the Itch game page?
Bug Note: We have discovered, thanks to Dan Collins, a bug in our game with the thwomp spike speed. However, thanks to a kind soul in the Metroidvania Month Jam Discord server, we have discovered there is a simple fix: If you encounter ultra speed thwomp spikes, you simply need to quit the game (you should be able to Resume at your last checkpoint!), turn Vsync in your GPU settings to ON, and run the game again. This seems to clear the problem up.
I really enjoyed playing the game it good graphics and I liked the character
Ok. The concept and isometric/3D revealing map was very unique. The WebGL had lots of problems loading scenes, so I downloaded windows version. Upon frog death, I was transported to like a froggy afterlife? In the froggy afterlife I was unsure of how to return to reality? I gave the game 15 minutes like everyone else, but kind of surprised as how confusing things were with loading and death. Other than that the concept great, sound, and music great. I give it about 3.75 for the execution mainly. The top 3 games are just a little easier to play and progress through.
Good job! will come back and try to tackle the game further when I am done reviewing everyone else!
Please check out and rate Chick-Magnet if you have a chance. It was incomplete because of lack of team...AKA myself and sound guy! Enjoy
Yes, WebGL does have lots of problems when loading, so we suggest a download on our game page.
Hmm, was afterlife outside of the map or in the water? You should be able to quit and then Resume to correct that possibly. We are aware of the bug but unfortunately are not clear on whether we are able to patch anything during voting time.
Thanks so much for your review and feedback!
Hello!
The concept is very nice. I like the art, the music and the overall atmosphere of the game. As other said, diagonal angle makes it unnecessarily hard in my opinion, and I feel that I don't get any reward for this added challenge. I propose to improve the jump as an overall mechanic. It seems I can jump over several sets of spikes with just one jump, so why would I stop in the middle of those spikes? Jump and obstacles should match tight in platformers.
Good job all around!
Really interesting game! The Paper Mario style was cool to see, and some of the mechanics like the tongue where awesome, the wall jump was nice but sometimes it got stuck too much into walls.
The levels where also very expansive, which was really cool with its multiple paths but this was also a problem sometimes because of all the backtracking, but the live map system was great, it only missed the player location on it (maybe I missed it), but the biggest problem was the camera angle, I dont think that the angle per se was bad, but how far away it is, it seemed to be clipping outside the scene a little bit.
I only wished that the tongue mechanic was used more, since the freedom of movement it gave was really fun, and also that the player had a shadow to judge where he would fall better.
Overall this was a cool and complete experience with a very nice "paper-like" style, with only some problems in the way, great job!
Thanks so much for the great feedback!
We have actually planned a whole level (among others!) where you have to use the tongue ability the entire time to advance through the level. Either a vertical level where you have to use the tongue to ascend and maybe also a more horizontal level but without many platforms to land on.
Backtracking is a key element of the Metroidvania genre. Do you mean that the levels were a bit too large to backtrack in?
We will definitely work on the camera when we get more time to work on this game!
Yes, in some parts backtracking became slightly repetitive because the way out was sometimes the same path that I came in, I especially felt this when re-exploring one of the areas, like the forest since you have to explore it twice.
And a tongue focused level would be awesome! It would be pretty cool to see a full version of this game with all your planned ideas.
Thanks for the clarification!
That what I am hoping that we do :)
Oh, I also meant to tell you that Frogo does have a shadow, if you download one of the platform builds and play on your machine versus the web build.
Good music, love the paper mario style look, great controls. the sideways views made it hard to navigate. otherwise good job.
I like the Paper Mario like style, but I am not a fan of the camera angle. For me it was hard to judge certain jumps and whether something was in the background or foreground. There were times where I died, because I thought something was in the background, but it was just higher than the other objects.
The tunes were really nice! And I think the power ups are well chosen.
Unfortunately, I wasn't good enough to finish the game. It was too hard for me.
Thanks for the comment and feedback. The camera and angle were a real point of discussion when we were developing, but we decided to keep the aesthetic and try to preserve as much gameplay as we could alongside it.
Some of our level design could have fallen more in line with the angle as a result, but I have to admit that I got a little happy with trees and occlusion in the final hours of dev.
If/when we continue development we will definitely keep this in mind!
Here ya go
Thank you so much for doing a video play through and review for our submission!
We apologize the bug with the thwomp spikes. We are going to release and publish bug fix builds very soon if we are allowed to for the jam.
Feel free to play again and/or do another video if you feel like afterwards! If you want, we will even set you up with a save file of that last checkpoint you were at to resume from. Or if you never started a New Game afterward, Resume should still work when you download the new build!
Thanks again!
Awesome feedback! It was great to watch someone brand new to it go through. You also have a way faster computer than any of us developing since it shows a bug with the thwomps not using delta between frames; they should not be as fast as you were getting. That speed also seemed to make them go into the ground more than desired hiding them until they spring up and kill you. Again terrific feedback, lots of good gems in there. Sorry it frustrated you so much though.
We have updated our Itch page:
Bug Note: We have discovered, thanks to Dan Collins, a bug in our game with the thwomp spike speed. However, thanks to a kind soul in the Metroidvania Month Jam Discord server, we have discovered there is a simple fix: If you encounter ultra speed thwomp spikes, you simply need to quit the game (you should be able to Resume at your last checkpoint!), turn Vsync in your GPU settings to ON, and run the game again. This seems to clear the problem up.
We will be issuing a patch build after the Metroidvania Month 22 jam is done; it appears we cannot patch during voting time. Thanks again to everyone and hope you enjoy our game!
Thanks for the nice comment on my game! I enjoyed this one too!
The best part was the part that felt like a big trap! I also loved the paper mario like feel!
this camera angle is for isometric game, so maybe add some degree of moving sideway
Love the art style and how you combined 2D and 3D with a very unique view I've never seen before! Great work! Had a lot of fun playing!
2D pixel art style mixed with 3D environment? Simplistic controls? FROGS!? I love it! Keep on keeping on, man!
OMG! The game is very cute and such a unique concept of game view. SPOILER But I'm a bit confuse when I die at the beginning I spawned at different place underwater and I constantly died and do not know where to go.
Hmm, a checkpoint may have messed up. Try a New Game again and go to the Forest first.
We have identified why this bug is happening and will have a fix after voting is over. Going into the abyssal depths will checkpoint you in the water right now, so as Raptor said go to the forest first and get an item that will keep you from dying in the water.
Thanks for the feedback!
Wow what an aesthetic! I still think it needs a bit of work to feel natural but I really appreciated the concept - very innovative!
World exploration was fun with the different biomes.
Great job!
I really enjoyed the climbing gloves and the tongue upgrades. I thought that the shifted perspective for a sidescroller game was interesting, but at times the camera angle was frustrating and took some getting used to. There were some saws that were hidden from my view while I was navigating the world, and it was annoying to get damaged by something I couldn't see. Overall very well done!
We definitely needed more sight-unseen play testing since all of the fluff was added a few days ago and we already knew where all the traps were. Glad you liked those upgrades; I love just swinging from the ceiling and avoiding all the traps :) On the camera angle, we'll have to see if we can make it move more to keep the player in the view but still want to explore this 2d/3d mixture. Appreciate the feedback!