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The game has an opening sequence and everything now, including an introduction to possible plot developments in a non verbal way. Neat. 

I like the idea of using puzzles to break up the combat. They aren't really puzzles at the time since I stacked a bunch of items at some point and the game always chose the one I needed upon interacting with the area in which that particular item had to be used. As a result, it's a bit mindless, but I'm sure you can develop the mechanic further and watching a small frog carry large items is amusing.