Sorry to hear that. "Getting stuck" after the explosion is intentional, but i have no idea, why the voice audio looped. It should load the next level, but i guess it didn't idk; i never had that error, but i do know of some other similar errors, that i didn't manage to fix in time (my Engine has some strange audio problems, but only on certain hardware. That might be the reason) Thanks for playing anyway
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As the others already pointed out the title screen absolutely has to be skippable. Especially since your game is quite difficult, and while dying a lot to a game can work the title breaks the flow a lot. I love the 8-bit look and feel of the game (I don't know if intentional or not but i think the difficulty also fits quite well with other NES games). I have one bug to point out and that is that when enemies try to pathfind to the player, and end up hitting a wall, they get stuck forever. If you were to fix these, and maybe make the frog ninja just slower, instead of coming to a dead stop when using the sword i think you might have a great retro style game on your hands. The problems do sadly kinda kill the experience a bit tho.
I had some trouble controlling the game with the keyboard, but it was fine with a controller. I liked the game a lot; with some more time and polish it could really be a successful game. One note i have, is that the game crashes (i think every time the main game loop ends i.e. win or loose?) instead of putting the player into some menu, or the start screen, or at least exit cleanly.
I really enjoyed your game quite a lot. Here is my game, if you want to give it a try: https://itch.io/jam/mini-jam-79-frogs/rate/1025725
When I find some time in a couple days, I will fix all those collision bugs. At the moment I'm using point v. AABB for collision because it's easy to implement, but i'll switch it to sphere v. AABB. That should pretty much eliminate all the collision troubles. I'll also add a speedrunnning mode with integrated timer, so if you want to, you can check in on the game in a week or so and try to get a world record or two :P
Yes the collision is a bit problematic sometimes. I wrote it all myself (including the game engine, although I didn't write that during the jam), and I didn't have the time to polish it much.
In regards to speedrunning, there is actually a game-breaking glitch involving the movable platforms that I found after submitting the game, that kinda ruins speedrunning it for me (I can consistently get sub 1:30 using it):
Thanks for playing is, I hope you had fun even though the game is a bit rough around the edges