Thank you so much for the appreciation! 🐸💚
iralmeida
Creator of
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Thank you for your comment and for putting in the effort to figure out the controls. I’m glad it feels right ^^
We hope the gameplay would be discoverable with some more polish. We had some ideas that didn’t make it such as “when selecting the cocktail from the menu, we transition to gameplay with a smooth animation where the cocktail image tucks to the left”, so that would be more discoverable that it’s at the left arrow. The frog dialog logic also could be much improved so he says more helpful things at the right moment. We wanted to add heart/skull/leaf symbols to the frog dialog, etc… lots of polish that would just connect the different aspects together.
We’re looking into an updated jam version that is a little less confusing/frustrating, but makes the frog no less demanding! 🐸💜
Fun one! Took just a bit to figure out, and then I enjoy quickly spot checking what did the guy forget... as it makes no sense with the events! xD
I found the voice a good contribution to the tone of the game as it matches the graphics, but shame that things don't make more sounds! Doggo should make a sound 💜
As others said, some progression (score/difficulty) would be nice, but what I missed the most was being able to use the crank to scroll the list.
I also needed to do the rename to .zip then unzip trick to get it to install (nearly missed this one, good I double counted the entries!)
This one was fun, I got to see nothing but @julienkaspart shooting everything but the mermaids as soon as he realized he could 😑 I personally have a few more objections to violence against 🧜 💜
Nice to see a story and some progression!
Thankyuu! Appreciate the feedback.
It took two smart programmers to "recalibrate gravity" for the gyro so that it adapts over time to the way people hold their playdate. Without it, we kept having the cursor going into the bottom corner unless we held the playdate perfectly flat which becomes annoying. With this trick, people can play with the playdate horizontal or vertical, or laying down belly up in the sofa if they feel like :))
aww, ty! 🐸💜
Indeed, in the simulator you'll need to master a vulkan grip of holding 'S' and the accelerometer widget at the same time, which isn't great.
Gotta say that developing this game looked like a room of crazy people making diverse sounds and holding the playdate upside down to debug various things 😅
We added instructions to this page, btw!
We just added extra instructions to the submission page. Do those help?
Thank you for playing!
Some creative writing! Cool, cool.
I tried to do some creative things like feeding the bone to the king, but it didn't work. 😿 It took me a second try to get the apple too, I think I got a glitch before where it didn't trigger that text (or I messed up because I was going fast to try the branching narrative). Would be nice to be able to skip through text in the replays and walk faster or have a more interactive world.
Very well thought out concept, one of the best imho
I quite liked to play, but had trouble changing where I want to jump to... I kept being clumsy. I think that a bit more experimental polish like having a visual indicator of the crank-warp position instead of the number, or have a constant mapping of physical crank angle to time would help me with not fumbling with it and focusing on managing the flux capacity and my running away in circles. I also had trouble knowing how close I can get to Frik, I keep expecting the collision radius to be smaller. But super well done!
Such nicely put together game! I think the gameplay has a lot of potential, but I got to admit I got stuck (like a ...). I got very frustrated actually :( I wish I could undo a single stone or some more leeway to make mistakes and correct. I got into a loop where I figured out the path I want, but it's easy to put a stone a little too high or in the way and - especially is it happens at the beginning - that leads me to instantly restart and keep on building tension and frustration with failing to drop the stone at the right place a little more ahead.
I did like the mechanic very much and it's obviously well put together, so I think with more time to tweak the level design, it'd be a game worth buying.
I found 2 little niggles: 1 where I restarting so furiously that the new level starts with a stone just out the pipe and 2: I think the crank was supposed to show the whole level, but it wasn't working. Nice idea, for discrete crank use, though!
I really, really like the concept and how it fits with the theme!
That said, I had difficulty understanding how to play. I had to read the instructions on the page and I’m not quite sure when would I use the different cogs or how to make both bell hammers in the correct direction, so I actually didn’t figure it out 😅
I wish there was a small tutorial level, and a nicer input scheme to make it enjoyable to iterate the puzzle. I’d play a version done in more (eh) time!