Added my lil' frog
Jamphibious
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This is really cool - I agree with some others about the turning but the lock-on mechanic feels really solid and makes it much easier to navigate when fighting an enemy. Overall the game has a sweet vibe aesthetically. You really feel the weight of the mech with the movement and sound design, and the cockpit view definitely helps sell the mech vibes and adds some nice flair. Solid entry all around.
As you say it's pretty much a tech demo - but a promising start. The world generation seems really solid and performs pretty well on my laptop (which isn't super powerful). Would be interesting to explore these generated worlds with some additional elements like trees/etc and some stuff to do - hope you can continue this idea in some way.
Not a bad start, the basic movement felt pretty good, though the hit detection felt like I needed to pretty much be dead centre on the enemies. Felt like the target reticle could be on the sides of the capsules and not register at all. Would be cool to see this one more fleshed out as a hoard/enemy wave arena shooter with some more mechanics/enemies/etc.
This is a pretty cool vibe - the forward dash felt a bit awkward but also I didn't feel I really needed to use it much, so I mostly just ran around and shot the enemies anyways. There's a solid base here for a more fleshed out project with some refining to the mechanics - seems most obvious complaints have been addressed in other comments (lack of radar, wall run use, etc)
I am particularly fond of the aesthetics. The main character mech design is super cool and I like that simplistic flat shading kinda look for the city overall (not sure the real technical term)
A big feeling I have about my entry is "style over substance", so that all checks out haha. Focused a bit too much on the aesthetic side and didn't really get deep enough into the mechanics or level design to make anything beyond "basic but functional". With more time I'd like to expand everything here and make things feel more satisfying. I appreciate the thoughts!
The vibe here is so on point - in love with the aesthetic here. The general low-poly look is awesome and the interface inside the mech is super cool. Messing with the different controls and stuff was really interesting and a novel way to control the mech. You can really feel it's weight with the movement and sound design (the sounds overall are excellent here).
Really impressive entry all around.
Definitely a cool concept overall, card-based/turn-based sidescroller tactics. Someone mentioned worms and I agree there is some of that DNA here. Some brief kinda tutorial would definitely help this one a lot but understandable there wasn't much time in the jam. Took a bit of experimenting to figure out how to activate cards and how to charge up rockets/etc. Some more visual feedback on attacks overall would help too, particularly with rocket explosions / etc to understand how big the blast radius is.
Solid start, this could definitely be fleshed out for a more refined experience.
Yeah I think the combat / punching was what felt a bit off to me, but the platforming itself did feel solid!
Makes sense about the checkpoints, it did feel like a logical ramp up in challenge at least. Regardless this was a really solid amount of content for the jam, after having played a number of other entries at this point.
Really impressive for 6 total hours of work - definitely some quirks to the movement/shooting as you mention in the description, but overall pretty cool little game. There's some cool mechanics such as the gravity ladder thing. If you had told me this was a lost DOS game I'd never played before I'd be convinced, it reminds me a lot of that era aesthetically. With some extra polish to the movement and some expanded mechanics/levels/etc this could be a solid retro throwback game.
Was generally pretty confused by the gameplay, the menu for upgrades (?) kept popping up every few seconds, but looked like some cool stuff was happening in the background with different weapons and whatnot. Agreed with others that some kind of tutorial/onboarding would be handy, or even some controls listed on the itch page, all I could figure out was moving the camera with WSAD.
I really enjoyed this one - lots of cool customization options and it's interesting to have to consider different options such as the weight limit, speeds, health, etc. Weapons all felt pretty varied and interesting and the game loop was easy to understand. Also kinda addictive haha, was easy to feel that "just one more run" feeling. Game looks really cool too, great aesthetics.
Thanks a bunch! The day night cycle is really a simple sprite replacement for some BG elements but I thought it added a little visual flair haha.
Agreed about the challenge, I spent a lot of time on the aesthetics to the actual mechanics and enemy behaviours are all pretty basic. My goal was to at least make a full playable stage for the jam (outside of the tutorial) but it is definitely super short and easy. I'd like to get some more interesting challenges in if I keep working on this one after the jam.
Thanks a bunch!
For the jam I really neglected a lot of basic features (like any kinda options menu) but I'd like to sort out proper control re-mapping/controller support for a full game if I continue working on this.
Quite a few features I'd actually like to include in a more full-fledged game, such as optional upgrades/loadouts, refined mechanics overall, and probably a lot more. Definitely could do Linux as I did that in the past. I'm unsure about Mac exports since I don't own any Mac devices, but would definitely want to look into that also.
Thanks again!
Superb! One of my favourite entries I've tried thus far for sure - very impressive solo entry (We also used a lot of similar tools for our entries which is cool!). This is a really concise and well-executed little game, feels super cool and has quite a few mechanics and a nice variety of assets. Solid bite-sized metroidvania that could definitely be expanded on in a more full-fledged game. I really dig the overall vibe of it, nice work!
Simple concept but with really solid execution. The idea of being able to customize your loadout for different left/right weapons is a smart twist on this kind of game, and created a fair bit of replay value. I found myself playing several runs in a row to try different builds out - I am partial to the dual gattling gun but each seem to have their uses.
Love the aesthetics as well, nice crisp pixel art and vibrant colours. Everything on screen was clear and readable and I never felt overwhelmed by any of the visuals. Enjoyed the vibe all around, really solid little game!
Has some good elements - the combat was rather basic but functional, controls had a bit of jank overall but some of the platforming challenges were fairly enjoyable with the double jump. The symbol/shadow under the character was a nice touch that helped with positioning on some tricky jumps / etc. Checkpoints felt a bit sparse during some of the later platforming segments and it got a lot tougher. Aesthetically the stage/enemies were alright, though I did quite like the design of the main character.
In my mind it was maybe just to give a reason to collect flies? The game began very spontaneously. I had a bit of classic Kirby/etc in my mind as well which typically have lives systems, but I do think in retrospect it wasn't a great call. Being my first (very short) full game I am sure there are a lot of obvious missteps haha.
I'm slowly working out ideas for a more fleshed out sequel and I will not be keeping the lives system, would rather it be a more chill experience.
Regardless, thank you for playing!
My wife recently played Frog Detective and it was one of her favourite gaming experiences in recent memory so I decided to check out your other work.
This was a very nice little game. Unfortunately I didn't bring any sanddollers and don't remember my FIN to get them from the machine. Was curious to have my fortune read (maybe next time). Thankfully there was some free entertainment and gluten.
However, this game did provide a weird sense of catharsis, as I was just mentioning to my wife the other day how I miss just window shopping in stores even though I never buy anything. Browsing the fishy shops and stalls here brought me back to a simpler time. Thank you for this.