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Very fun game to walk around it. The movement felt nice with that scraping sound. Great atmosphere and good sound design. One of the better /agdg/ - frog games.

The UI doesn't clearly show what you're selecting (it's only slightly darker).
No music for the opening and most of the game feels weird, but I guess that it's part of the atmosphere.
Some z-layer issue with the first interactable object, the frog moved under the purple indicator.
Jittery sound and movement when walking into walls. Some jittering when moving around, unclear whether framerate or just Unity issues.
No menu? What does strength do, where can I see the current strength? What does bash do? What skills will I have in combat? How can I save?
You probably should add a prompt or tutorial when picking up the first block, since most players refuse to read.
Early combat (or all combat in the non-DD level) is very bland - just slowly bashing - and might turn players off early (during the refund period if you'll publish on Steam) so be careful with that.

"No music for the opening and most of the game feels weird, but I guess that it's part of the atmosphere."

that was just me not being able to learn piano on time, but hopefully next DD I'll have music.


"Some z-layer issue with the first interactable object, the frog moved under the purple indicator."

Thanks for informing me. I forgot to try walking on top of the ramp after making the holdable object mask.


"Jittery sound and movement when walking into walls."

That was me being lazy and having unmodified rigidbody collisions, but I'll fix it and make the player not try to walk against the walls.


"No menu? What does strength do, where can I see the current strength? What does bash do? What skills will I have in combat?"

Menu being worked on right now, that answers all of those questions.


"How can I save?"

The shiny rock that was under the bucket that the crow picked up.


"You probably should add a prompt or tutorial when picking up the first block, since most players refuse to read."

I want to try to not have any prompts other than menus and the upgrade prompts. I have an idea of how to guide the players into figuring out that you can pick things up, I'll try that out and if people are still confused next DD I'll give up and add a prompt.


"Early combat (or all combat in the non-DD level) is very bland - just slowly bashing - and might turn players off early (during the refund period if you'll publish on Steam) so be careful with that."

Yeah, I'm thinking of restructuring the entire first level to make it less bland, this is the most common piece of advice that I've been getting.