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(2 edits)

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!

(+1)

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.