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frog.exe

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A member registered Aug 30, 2021 · View creator page →

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Thank you for playing!! <3<3

Thank you! <3<3

Thank youuu <3<3

That's an interesting idea, I think it would be fun especially if I did multiple levels / stages. Thank you for playing! <3

Uuuh I actually really love these suggestions, will probably implement them if I decide to keep developing this 👀 thanks for playing! <3

The concept is fun, I feel like maybe the enemy waves could be fine-tuned a bit? I think it could be more fun if there were distinct waves with a stop and an end from the different directions, instead if the waves never stop it's very confusing to decide where to place the battery

I played in the browser on Firefox :)

Obsessed with the concept and the art, can't really understand how to play tho and there's no restart button :(

Love the juice on this one, the explosion animation and sound is so satisfying. The visuals are really nice but at least on my screen I could see the grey space behind the artwork, that should be an easy fix I think. Also the buttons and texts are so tiny :( it was hard to keep track of health and resources while playing. If I can suggest one improvement, both the health and the resources could be represented graphically as healthbars instead of numbers, so it's a bit easier to visualize how much you have left while playing. Great job overall tho <3<3

Love the art, the vertical input is a bit buggy though, even if I press up the pinata doesn't really move or it moves just a bit after I release the button.

Suuuper fun and the visuals and sounds are absolutely on point, I especially love the death animation where the planet just completely blows up, really makes dying incredibly fun as well and keeps you wanting another round. The controller is also very smooth, I actually like the fact that the paddle moves at two different speeds in the two directions, it adds an element of strategy. If I can leave a suggestion, I would also add key bindings to the two directional arrows, so you don't need a mouse for playing since the commands are very simple :) (in that case I would maybe make right clockwise and left anti-clockwise since that's how they're usually associated, I'm playing with my trackpad and I really got them mixed up a lot when the pace started picking up). Great game, kudos <3

Very fun! I love the mechanic and it's a great way to combine the theme and limitation :3 if you'll allow me a couple suggestions, I think it would be fun if the projectile kept damaging enemies even after it hits the first one, so one could plan more strategically to hit multiple enemies with the same shot. Also if you wanted to make the game more fast paced you could introduce a mechanic for the projectile to "attract" the player when you press a certain button so it's a bit faster to retrieve the projectile while still keeping the chaotic element of having to go retrieve it to the other side of the screen. Great job overall <3<3

Congrats on learning Godot! I agree with another commenter that if you want to keep working on this you should probably consider switching to 2D since the camera is static, it should also make things a bit easier for you <3 also I didn't quite understand what to do after I finished my carrots sadly :(

I like the idea, it's a fun twist on the limitation, but level 3 was immediately too hard and frustrating for me because the floor was way too fast, maybe a time-based challenge like that can be moved up a little in the game when the player is more confident with the commands. Great work tho the commands feel great :)

Hey there! Absolutely adore your style, I'm in love with this pack :3 I used it for a game jam, didn't manage to completely make it justice since I had very little time but if you'd like to check it out it's here https://frog-exe.itch.io/switching-dungeons :)

The base idea is very fun but the cart is very frustrating to control, pressing a button sends you halfway across the room or tilts you 90 degrees and it's impossible to go around fluidly. The abrupt camera changes make it even more confusing, probably placing the camera above the supermarket walls with more of a top-down view would avoid having it collide with the walls constantly and provide a more fluid experience :)

Love the game idea! I just have a couple suggestions that could make the game a bit more enjoyable in my opinion:
1. I kept trying to place the nail in advance on the screen and then just press at the right moment, but that's very tricky because the nail is anchored to the screen coordinates instead of the world coordinates and the camera moves a lot during jumps, which can get a bit frustrating. Anchoring the nail to the world coordinates and/or having a more "stable" camera view would help the game a lot I think.
2. I think having a shortcut to restart the level is great, I would consider also adding a Z shortcut for removing the last nailed piece so one doesn't have to redo the whole level, but that also depends on which direction you want to take the game in, if more strategic or fast-paced :)
Good luck! :)

Thank you! <3<3

Your art style is incredibly fun and even though the game is very short i had a blast playing it, the naming bit at the end absolutely killed me. Great work :3

Thank you! <3<3

having to drag the mouse cursor to plants is a bit annoying, especially because there is already the button E to interact with things. in my opinion it would make a lot of sense to use E also to pick up plants, one less thing to remember :)

i like the fact that you can see the available commands in a corner of the screen at all times, it's a very nice touch and it definitely adds to the relaxing vibe 

found a bug unfortunately: when you get into the 3rd room, if you go back to the 2nd room and then into the 3rd the door gets locked and it's impossible to go forward :(

Hi! Yes, unfortunately due to a last minute mistake the jump was not actually variable in the first version we uploaded, we corrected that now and are working on making short and long jumps feel more different. As for the 14th level, yes it was intended that way! It was meant to experiment with combining moves :)

Thank you very much for your feedback! We will definitely take it into account :)