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Tobufrogis's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Interpretation | #9 | 3.750 | 3.750 |
Gameplay | #11 | 3.000 | 3.000 |
Overall | #11 | 3.083 | 3.083 |
Graphics | #12 | 3.083 | 3.083 |
Innovation | #14 | 3.167 | 3.167 |
Audio | #19 | 1.333 | 1.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Who would have thought that it would take so much effort to raise your little frog? XD I like the idea that you have to be very active to get stuff for your frog. It would be nice though if the frog gave you better stats or abilities in return, but that's just an idea. The speed of the game feels good and the assets fit really well together!
Cute little game with a great take on the jam! Except for the bug mentioned by others, it was rather fun. Though I would have liked it if there were a few more maps!
Oh no, people wanted more! eheh
Thanks for playing buddy, maybe next time I'll be able to do something with more content and less bugs <3
Nice take on the theme. The controls working nicely and for a first project during a jam this is gold. The art is cute and well made. It needs some polishing about collisions, enemy spawns and a bit of tutorial/in-game explanation it.
Overall good job!
Thanks you so much for giving it a try.
I do have intentions of adding some polish and make sure to fix those mechanics that people took the time to give feedback on (:
Guess I spent a lot of time figuring out how stuff works and a bit more time would make a huge difference, but that's the beauty of gamejams right ^^
It’s an interesting approach to taking care of your pet, I like that :) The assets you used are very pretty but the frog is SO SO SO STINKIN CUTE! >v< If you drew the frog, as I understood from your page, I would love to see the whole set drawn by you (ofc I understand you didn’t have time because jam, I am just imagining it would look cute and unique ^^)
Overall I think the game has good potential as the concept is interesting, just needs some more love and polishing after jam, if you want to explore this idea.
**Nitpicks/bugs: **
Hitbox of my character feels a bit wrong, as I often get hit when it’s not visually obvious (distance between me and the monster) and so I have to approach monsters slowly while holding attack to find that thin sweet spot where my attack will land, but I won’t get damage.
One time a monster spawn right where I stood when I started the wave and immediately game me a lot of damage. I feel like it should be avoided somehow, maybe even by giving 1-2 second invulnerability to MC as the wave starts?
Encountered a bug where after using defense button my character refused to get of that stance ever again:
**Suggestions: **
The froggie friend seems to be just hopping around, would be nice if she participated or maybe we had to protect her too.
I could also jump with Space, which I found more comfortable for me, so you can add it as an option to controls (I just kinda used it on muscle memory and my brain wasn’t even surprised it worked even tho Space wasn’t in list of controls xD)
As MC has 2 diff attacks, it can get confusing when you expect one or the other; I feel like it’s better to diverge them to 2 different buttons. Maybe using just Space for Jump and S for one of two attacks.
Hopefully this helps <3
Aww thank you for such a caring message, I can see you actually paid attention to the details and I appreciate the feedback so much ^^
Yes the frog art it shows in the book, initially I wanted to have a variety of colors that the player could chose from but time was a fair enemy, we fought bravely and in the end had to compromise certain mechanics that I had in mind, unfortunately~
The annoying stuck in shield animation is already fixed on my local version (the I'll upload after the jam's over), I'm sorry that I didn't catch that in time. The monsters hitbox is probably because their hitbox doesn't immediately disappear when you hit them, I'm glad to let you know that's also already fixed. Lastly, I wanted to make the player jump to the middle platform when you press the "start wave" button but couldn't figure out how to make that work in time, I'll figure it out and make sure to implement (:
I'll keep the Space within the available controls, it was the initial jump key anyway and people seems to like it, I wasn't aware that Space was such a popular key ^^'
And I'm not sure how much of all the improvement suggestions I'll apply, since this was my first project in Godot I'd like to keep a reference of how much I was able to do so I can compare at a later stage if it makes sense, but I'll at least make sure everything works bug free!
Again, thank you so much for playing!
N3x, you’re a natural! Congrats on your first Godot project :)
Okay, there are a couple buggitos (I can’t add anything new, I think Bernardo found everything on Tuesday), but this is snappy, looks good, fun and I really like that you kept everything super intuitive. I think the action and tamagotchi mechanics mix well.
5+ minutes of fun achieved, and I think that’s the target for weekend jam games.
That's such an awesome message, thank you so much!
If you got 5 minutes of fun out of my scuffed and rushed game, it already makes me happy, even if it has buggitos (sorry about that) :D
Awesome work on your first project in Godot, N3x <3 lil froge is adorable.
I ran into a bug where I got stuck in defend position and couldn't get unstuck. Also once I was in the wrong spot and when I spawned a wave it spawned on top of me and I died 3:
Aww thank you for giving it a try, it makes me happy (:
Unfortunately I didn't catch that bug before release, I'm sorry for that. I was also in the middle of trying to get the player to jump to the middle platform when you start a new wave but ran out of time to figure out how tween works.
I already have it on my notes to fix both when the jam finishes ^^
LETS GO! First project in Godot and you submit this to a 72h gamejam?! Wow.
Player controller felt perfect. the fact you had multiple states with different attacks and even a jump attack felt really satisfying.
Would love to see the little froge be more core to the gameplay loop. But overall, I think you really nailed the feel of the movement and combat.
PS: Please deactivate hitbox on enemies during death animation, it hurts.
<3
Makes me happy that 2 of the people that inspired me to use Godot for this one and taught me so much on stream, had so much fun and such a wholesome reception to my scuffed little game :)
Nerdy nerds are the best nerds! You rock!
P.S.: I'll fix it, just don't try to be a hero until then ;)
Intresting take on the theme! I find the control scheme a little bit weird to adjust at first, jumping with space it's just muscle memory at this point i guess lol, nice job!
I had space at the start, but then by including attack and defend it made more sense to me to change, you can use the gamepad if it's more comfortable (even though the top buttons doesn't have an input, I should fix that!). Anyway, thank you for playing!