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Fancy Fat Frog

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A member registered Jul 01, 2022 · View creator page →

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Just a quick update. Sadly we could not manage to build a playable demo for this Jam. We still need to work for another couple of days.

Thank you, I'll post more game footage within a day!

First Devlog!

I am in charge of creating the UI for the game. I started learning "Pixel Art" a few days before the jam started. The tutorial on YouTube by "Pixel Overload" really helped.

Atom Lab - UI

Atom Lab - UI

I still need to work on in-game UI, the game also features a simple music player.

I will post more footage of the game once the other guys finish their tasks. We will defiantly release an early alpha game before this jam finishes.

Atom Lab

Atom Lab

Atom Lab

Atom Lab is a casual and kinda rhythmic game in development for Windows and Android. The goal of game is to smash atoms together to make larger atoms!

Fancy Fat Frog

We are an indie team of 3 people started working on this game for this jam. We are planning to expand this game even after this jam finishes and release the game on Play Store and Steam in addition to Itchio.

Everything's perfect! I just have one feedback: Is there an option to make the combat faster? Because I think it is kinda slow.

Waiting to see some combat footage! Regarding option's key I suggest A,S and D. If there was 4th option, you can use W. Most people are familiar with WASD keys and they can use their right hand to place on Arrow keys for movement.

This is looking so fine!

Solid progress so far! I do not know if it is still work in progress but enemies falling down animation needs more improvement.

Very nice, may I ask what algorithm you used for road generation? I once used "Voronoi" for road generation for a procedurally generated terrain.

Excellent, I see no problem! It is so polished and obviously you have great attention to details.

I see, maybe post a listing here for an artist? I am sure there are lots of artist looking to expand their portfolio. Your game is looking so good and it would be a loss if its main character to be a stickman!  

Original idea and nice pixel art! Looking forward to this game.

Nice progress. I am also working with Unity. Have you consider using any "Tweening" library for movement/animation? I specially like "DoTween" for its speed and simplicity.

It is very nice looking with lighting added! Now I am curios about the main character sprite?

I am also learning pixel art, right now I am working on UI. It will be done in couple of days and then I will post my first devlog.

Me too, I love the low-poly art style.

Very nice models, textures and sounds. I have only one feedback: I liked the sounds for picking up different items but for stones, the sound effect is kinda "low"! I mean it sounds like your are picking gravels. Maye it needs to be more "deep"?

I see you went with grey blocks instead of dirt and grass blocks. Do you have any plans to prevent making it very repetitive? Maybe changing the blocks silhouettes every couple of stages?

I don't know exactly what but something about the art is very comfy!

Good work! I have another suggestion: I think the "hazards" that are falling should interact with zombies. Maybe reverse back your healing to them?

Waiting for the art! But no pressure!

My game also implements similar mechanics: Pixel art for UI and lots of explosion with Unity Particles! May I ask with which game engine you are working?

Nice progress so far. I saw the video and saw that the player can move back. So I thought how about "healing stations" instead of "healing items"? Items are usually one time pickups but healing stations are permanent. This can also be used as checkpoint for saving the progress.

In the video at the end of the stage, when the player has to jump+dash the obstacles, he may fall into the pit. He can quickly jump and climb the wall and go back and heal himself and then come back and try again.

Looking good so far. I had an idea what if when your allies had low health, they stop fighting and run towards you. Or maybe make it harder and they flee to another room! 

Cool idea. You should add more type of healing towers. For example one tower can heal small amount but over area (AOE) or another one can  heal much more but over time to one single character.

Nice progress, could you please post more close up of the main character "duck"? I am also learning pixel art. Also did you animate the duck?

Very nice, I specially liked the red-pink and bright green colors.

Nice progress. I am guessing when "gems" are matched, your characters get healed or cured? How damage system works?

This is the best devlog so far! Keep us posted about the progress. Also I have a suggestion to add a "push" force to zombies when they get hit instead of stopping them. It feels more reactive.

Very well put idea and good explanation. If I understood correctly, the player can not shoot or fight back? It would be fun to add some "tail gunner" to shoot directly from rear of the airplane: https://en.wikipedia.org/wiki/Tail_gunner This guy can run out of ammo or get killed but player can replenish him at carriers.

Please post some screenshots! Exited to hear more about this.

This is a great idea! I never seen something similar before. You can also add more items to be dropped, for example a jump platform which makes the character to jump or a stop sign which makes him to reverse.

Nice idea, please post some screenshots for us!

Post your pixel art here! I am also into learning pixel art.

The hardest step is the first step! Keep learning and let us know what  you come up with.

Fantastic visuals! I can say choosing GameMaker over Ren'Py is a solid decision in this case. You can make various animations, 2D effects and mini-games to make your game more engaging  and standout from other simple visual novels.

The UI and Story Board are solid and well done. Please tell us more about the story and game play!

Cute cat! It seems the game going to have a chill-comfy atmosphere. By looking at your sketches, I guess the game will be semi top down like "Straw Valley" so I suggest the turn based combat system. You can draw enemies in details just like the main cat characters and implement combat system in another scene like Pokemon.

Keep us posted about your latest devlogs and screenshots!

Nice original idea! Some suggestions: Maybe at first when  the player falls, the characters is severely hurt and has limited jump height and movement speed. After some progress when he picks up "bandages" (healing items), his speed and jump increases and by the end of the game, it can do more special movement like double jumping.