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Cool Stuff:

- slick web page, and thank you for putting an elevator pitch at the top of the page so we know the appeal of the game before playing!!!!!!!!!!!!!!!!!!!!!!

- cute title

- the gameplay is straight fire cuz no cap for real. simple controls, easy to learn, fun to execute, yet hard to nail when playing the level

- the changes of level scenery and big monsters make the repeating idea feel more novel and seem to be paced pretty quickly

- i was surprised when dying to the bird the first time, but it was clearly telegraphed when i was looking for it, so that was cool.  it made you feel like a wary frog !

- the ui is very clean. you added sounds for your buttons?!?! i could barely get mine to display a border!!!!!!!!!

- escape to pause with a special pause screen. noice

- the frog getting bigger is yes very reminiscent of katamari, but it made me giggle there and it made me giggle here too, and i wasn't expecting it, so good job there

Nitpicks:

- it seems a bit too hard to dodge the Big Bad guys, like you have to be dodging exactly exactly when they attack, it is a bit frustrating, maybe extend the window for the dodges a tiny bit, i mean i beat dark souls for god's sakes!!  to compensate maybe you can add some additional smaller enemies that run on the ground or something and you can see to dodge, and you have to attack multiple times to kill.

- fine for a game jam, but as you think about making it into a bigger game for the future, some more mechanics besides jumping and eating may be necessary, or instead of the frame level, being able to move around a full tile map level like zelda-size would be really fun in this.  just jumping around the square may get old quickly - though i did stop at the 3rd level so maybe i am missing out on some cool stuff

This is my favorite thing of the jam so far out of 10 games, and only 1 really came close to it.  Great job mothafroggas

woah thank you so much for the in-depth feedback! im really glad you liked it and i will share the notes with the gang!

the button sounds are thanks to our music man cormalva and our programmers, i was losing my gourd figuring out ui nodes

we've received the dodging feedback a few times so i think i'll limit growth in the 3rd stage and play around with the frog hitbox, thank you for sharing!

also, you actually got really close to the end! after stage 3 (with the rifle) you get bonus time and an end game cutscene where you leave the planet lol

me and a few from the team are working together on a big game so this was our little break from development :D we might add some small bits like more buffs, hard mode and attack frenzy after the jam but it probably wont turn into a full game

again, thank you so much!!

yeah the thing with godot is it's very easy if you use the nodes exactly as they are set up, but if you want to do anything slightly different.  It just don't work.  like I wanted my button to have a frame texture for the border and also a background color and then a texture icon with text in the middle.  you know, basic UI button stuff.  but you can't do that with the texture stylebox OR the flat stylebox so i had to make a button for with a texture stylebox for the frame,  then inside, a texture for the icon, a label for the text on the button and then a colorrect to change the background color.   huge pain in the butt.  maybe i'm just a noob and don't know what i'm doing but in c# xaml in wpf it would take me like 3 minutes.  but i think if i posted this on the godot github page they would just give me a page of code to tell me how to do it instead of considering that it should be available out of the box lol.

I followed you guys so make sure you post your demo for your big game when it's ready :) good luck.  I think this should be polished off and released as a full game personally, but like a cheaper mobile/cozy game, not long, but I can see it as like a $5 2 hour long game.  I mean, it's better than most of the indie stuff on steam already lol

i really appreciate it! our full game is called AllMage and we're currently at a closed demo stage :) when we open the game to the public ill definitely post about it! we've been working on it for a year now and are getting pretty close to that stage!

admittedly, im primarily an  artist, not a dev so any godot work ive done for frog eat world was basic and our 2 programmers did most of it! i picked up the easier things to take off pressure from them haha