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A jam submission

Tossing ToadsView game page

Tossing Toads is a survival & score building game involving toads and a crazy bomb.
Submitted by MajorNimrod — 42 minutes, 31 seconds before the deadline
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Tossing Toads's itch.io page

Results

CriteriaRankScore*Raw Score
How well does this game fit the theme?#13.5003.500
Balancing/Playability#12.7502.750
Core Mechanics#14.2504.250
Graphics/Aesthetics#14.7504.750
Audio#22.2502.250

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What inspired you to create this game?
A simple gartic phone game idea misunderstood, turned into... this abomination :)

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Comments

Submitted

🎮 Game Design & Gameplay

1.       Was the game easy to understand and pick up quickly?

 Yes, it has simple controls and somewhat simple to understand mechanics. I could see it getting pretty complicated with getting flies and avoiding the bomb, too.

2.      How engaging was the core gameplay loop?

 Hard to tell because you aren't competing against anything. The physics looks fun and interesting, though.

4.      Was there a clear goal or objective?

 Yes, survive. Still not too sure why you need to get flies.

5.      What part of the gameplay stood out the most to you?

 The frog's movement is interesting and seems like it could be a whole game.

🧭 User Experience (UX) & Polish

14. Was the game intuitive to control and navigate?

 It was an intersting and simple controls that could have tons of depth and skill to them.

16. How complete did the game feel overall?

 It felt like the movement and many systems were complete, but a few things were missing that could have made it feel more complete.

Submitted (2 edits)

What part of the gameplay stood out the most to you?

I think the frog movement with its tongue was most outstanding part. It could certainly be used in other games wherein the player is a frog.

How well did the game align with the jam’s theme?

I think it is well-aligned enough with the theme.

Did the art and animation feel consistent with the tone of the game?

I think so. The game feels sort of cartoon-y and the art is as-well.

How did the music and sound effects impact the experience?

I think the sound effects make the game feel almost annoying. This could be used to enhance gameplay if the core game loop was made to be more annoying.

Was the game intuitive to control and navigate?

I think so. It is a game in which one uses the mouse to aim. That’s pretty common in other games, too.

How did this game make you feel?

I feel confused more than anything.

Submitted

🎮 Game Design & Gameplay

1.       Was the game easy to understand and pick up quickly?

 Yes

2.      How engaging was the core gameplay loop?

 It's fun to play around with the movement but beyond that you can't really win

3.      Did the game mechanics feel balanced and fair?

 It felt good, just wish a player 2 could have been implemented

4.      Was there a clear goal or objective?

 Not by itself since you can't beat a second player

5.      What part of the gameplay stood out the most to you?

 The fun movement

🧠 Creativity & Originality

6.      What made this game unique or different from others?

 The movement felt very fluid and flexible

7.      How well did the game align with the jam’s theme?

 It aligned very well with the theme

8.      Were there any surprising or clever design choices?

 How good the movement was

🎨 Art & Aesthetics

9.      How would you describe the visual style?

 Cartoony and "for kids"

10. Did the art and animation feel consistent with the tone of the game?

 Yes

11. What visual moments or effects stood out?

 The tongue animation worked well

🔊 Audio & Sound

12. How did the music and sound effects impact the experience?

 The bounce sound effect got old because there is no variation in the effect, so if I'm spamming movement then you just hear the same sound over and over.

13. Was there a moment where the audio especially enhanced gameplay?

 It worked

🧭 User Experience (UX) & Polish

14. Was the game intuitive to control and navigate?

 Yes it felt awesome

15. Did you encounter any bugs or confusing moments?

 I was confused what I was supposed to do

16. How complete did the game feel overall?

 Not complete since there is not a clear win condition, but it felt very polished

💬 Feedback & Reflection

17. What’s one thing that could improve the game?

 Add a player 2 so it functions as an actual game

18. What’s one thing you really liked and think should stay as-is?

 The movement was awesome

19. Would you play this game again or recommend it?

 If there was another player and you could win I would

20. How did this game make you feel?

Awesome when I'm shmooving around.

Submitted

4. Was there a clear goal or objective?

Unfortunately, not really. I would not have gotten the point of the game without an explanation. 

8. Were there any surprising or clever design choices?

I liked the inclusion of flies. :)

10. Did the art and animation feel consistent with the tone of the game?

Very much so! Has an old flash games vibe.

12. How did the music and sound effects impact the experience?

It didn't have music so it did feel kind of empty. The sound effects were also a little repetitive. 

16. How complete did the game feel overall?

Definitely needs a second player. If y'all had added that in, I felt like it would be more fun and complete.

18. What’s one thing you really liked and think should stay as-is?

The physics of the game was pretty good!