hi dansmith127, the cards fit into a 32x32 pixel square (with a 2px brush, so technically 16x16).
They are 32px tall and 28px wide.
I agree with some comments below. Some more options for faster bubbles or happier frog. I also wanted to be able to change the radio station to make the frog happy. Maybe this frog likes a different song and generates bubbles slightly faster? Eating flies or taking a dip in the water could also be options? Super cute frog!
thanks! I don't really make a lot of platformy puzzlers like this, but I do like the psychic powers and mines concept. I'd need to use some of my Mario Maker level design skills and come up with some clever twists. The psychic powers were also supposed to call the yellow fish "aquaman style" into a circle around him and then aim them forward to do something. attack things? Access tight spaces? Idk. The multi tool was also going to have several powers to access.
thanks for playing. I definitely ran out of time for polishing the controls. The 3 -builds-in-one was a concept I thought I could pull off, where the same level got better and more refined and you got introduced to the next "theme" each time you went down (The game increases in depth literally and figuratively) but you know... 9 hrs.
thanks for playing! I used to love Monkey Kickball back in the day and had a long love affair with Doofus Drop. I may go back after judging is over and add some mechanics that I ran out of time for. There will be more differences between inside the mine and outside plus the hard hat and pick will have upgrades and be more useful. I definitely want to add a little more control but here's a tip in the current incarnation: the nudge button always nudges UP in the direction of the head, so don't push it if you are facing down. Also triggering a cave in if you get pushed up too far off the top can save you... sometimes 😄
hi! Thanks so much for the kind words. It makes me really happy to hear that you connected with the mood and art and the "no hand holding " exploration aspect. That's how it was in the old Swordquest games - no clues on what to do, just wander around until something clicks.
The art style was just a test that I've been kicking around in the back of my head. The combination of contrasty b/w images with a color overlay and a super low res single color player was inspired by old game systems where you had to put a transparent static cling on the TV screen for your "white dot" to travel within.
There were more ideas I had to put in the game but I wanted to be done with this one before another jam started. But maybe I'll go back in and add the prize for killing the thief (a ring that keeps the thief and the eyes from following you -- and also finishing the boss battle to make it more coherent.
Did you get stuck or confused anywhere? Did you feel like you saw everything? Did anything NOT make sense?
Also if you enjoyed this game, give Night of the Attack of the Giant Brown Marmorated Stinkbugs from Hell. It's also has a lot of hidden surprises below the surface of a hunt and explore game 🙂
In case anyone gets stuck or wants to see the whole thing here's a walkthrough https://youtu.be/209Ir-2mwnM
Thanks for playing. Glad you enjoyed it. It’s definitely a little buggy and the sound issue is one of those Flowlab engine specific quirks that is still getting worked out when making an embed zip.
Returning to the Home Screen after collecting an item would be a neat idea. Originally there were supposed to be some ghosties following you around or diving from the sky in the over world, but you know… time limits. I barely got the boss sequence (such as it is) in place in time.
This is absolutely based on Atari 2600 Swordquest series and is nearly as opaque. Haha!