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(+1)

Played for about 15 minutes (reached the part where there is a chair with an X), than noticed I forgot to turn on the sound, and played again for more 10 minutes.

I enjoyed the gameplay and the idea of separating the grappling hook in two! The aesthetics and overall theme was also really cute (I just noticed now the screenshot of the game telling the background story), and I loved the little animation of the frog getting up after a failed jump.

I had two nitpicks as a player on the game:

- Balancing on the grappling hook with the right mouse button was a bit difficult when you get close to the edge of a platform, since it  shortens it's length when it touches the edge. Didn't felt intuitive to me and a lot of times I fell because the grappling hook suddenly shortened, the frog touched the platform and I fell without any momentum. This would be less troublesome if I could control the frog's momentum while I was balancing with the grappling hook, but I felt that after I started balancing, there was no way to get lesser momentum so I don't touch the platform with the tongue (e.g. I felt that when I pressed left when I was swinging right to "break" the momentum, it just kept going)
- I actually didn't know the "right" path once I reached the chair with an "X" hahah. I explored a bit there, tried some movements but couldn't reach even close to the edge of one of the upper platforms. I understand if it's a very difficult movement that I had to do, but I think a simple solution like an arrow pointing upwards to where I should go next would at least give me a light on what I had to try.

I noticed on the game's description that this is a PoC and you're planning to expand from it, and I think that's great, this game has a lot of potential for some amazing platforming action. I'll definitely keep an eye out for the game!

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Thanks for the feedback!
Yeah, we are thinking about doing more with the game after the jam, and in that case we will remake the whole physics system and the level too, we had a busy couple of weeks and werent happy specially with how the level ended up, needs to be more intuitive, less punishing early on, and teaching better the mechanics as well. 
The brown background was intended to be a bit of a guide of where to go and how, but obviously that didnt work out hahah, thanks for giving it a good try tho, im figuring out that you gotta be really good to explain things more naturally and not too literally, but ill defend myself saying im just starting making games hahaha. Also we decided the movement was gonna be only using the tongue after you leave the ground, since if you can control in the air you can move just too freely and lets you just throw yourself up to a wall and just press right to get over the ledge, and that ruins a couple of the mechanics.

Sorry for writing all over the place, and thanks again for liking it!

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No need to apologize, and if you are just starting making games, that makes it even more amazing! I'm used to make "lengthy" feedback posts because I think that's the least people deserve after spending so much energy on a game jam, and being honest about my experience in the game is hopefully useful and encouraging, but at the end of the day you're the one making the calls if my feedback is valuable for your vision of the game or not.

I really did enjoyed it, so I'm curious on how the level is going to turn out after the remake you're planning!

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I think your lengthy feeback is absolutely the best, easiest way to improve is to get a feel of what the players think while playing. kudosx100 for doing it and taking the time again and again.