I liked the lick sound effect, and the other comedy touches in this. Having the other creatures interact was also good, most of the games I've played didn't do that. But I wasn't sure how to progress, and I got some unexpected things - like the game said I got +1 size but I didn't? Some maybe a few bugs to catch (and lick).
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🐸 FROGUE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #25 | 3.667 | 3.667 |
Traditional Roguelikeness | #41 | 3.667 | 3.667 |
Scope | #44 | 3.000 | 3.000 |
Aesthetics | #60 | 3.333 | 3.333 |
Fun | #78 | 3.000 | 3.000 |
Innovation | #112 | 2.667 | 2.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Why do frogs need special "items" to swim? This is the same issue I always had with Frogger. Was the inability to backtrack a design option, or forced by the development time? It didn't seem to fit the story. I also could not figure out if my Frog's health was displayed anywhere, making combat very roulette like.
- really gives the frog feel. I liked learning the enemy patterns and I think they reflect their buggy/lizardy/froggy counterparts. It was fun to the get the upgrades and use my new found frogue powers and it really felt like each one changed up the way i interacted with the map. the charming dialogue kept the experience very lighthearted and enjoyable. Had such a good time my first run that I went back for a second pacifist run just to see if it was possible and ill be frogged it was. The only thing I found a little unclear at first was what my frogs health actually was but a few deaths solved that problem. Also I never had a level generate with no exit so a surprisingly bug free experience. all in all frogue is a hopping good time!
- There are a few things that I enjoyed a lot about the game. It has a pleasant and consistent theme, which is important. The font, colors, music, and sound effects are nice and thematic as well. I like that it is a traditional roguelike with a few twists, mainly that the monsters just move around like animals or insects instead of attacking you, they kill eachother, and you don't have any incentive to kill them (that I could see). I like that they have unique movement patterns that you can exploit to move past them. Some of the UI and controls were a little confusing at first-- the controls say J to jump, but don't mention that you have to get the jump ability first. I assume that "Lick 2" means that I do 2 damage, but if the number never changes and you can't see enemy health, that number shouldn't be exposed to the player. Some visual indication for when you get hit would be helpful as well. I like the status effects, they add an interesting layer. I do wish that the abilities were more important-- I beat the game without getting hit, without killing anything, and without using any ability. It's refreshing to play a game where you aren't killing everything to get an amulet, and I've never played a game where I was trying to find a mate, have sex, and lay eggs.
Successful or Incomplete?
Success
Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes
Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
Yes
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