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A jam submission

TooongueView game page

The frog's quest for watermelon
Submitted by Bruno Peres (@tldmbruno) — 11 hours, 36 minutes before the deadline
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Tooongue's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#11043.2664.000
Presentation#17623.1303.833
Overall#18363.0853.778
Originality#27002.8583.500

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
One of the main mechanics is the frog's tongue, in which joins the frog and the crate/watermelon together.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Submitted(+1)

Really well done. Definitely some rage-inducing jumps when switching between one, two, and three-tile distances. The window for inputs is very tight, so once you see the path to victory it turns into a test of execution. 43 deaths and only yelled at my computer a couple times!

Submitted(+1)

This was pretty sick! The sling-shot jump felt really nice. I also like how you decided to make the goals a watermelon rather than a fly, haha! One thing that bugged me is that some of the skinny passages were difficult to get through. Because the frog doesn't lock to a grid, I found myself banging into the corner of the opening a few times. But, overall super cool! 

Developer

At first it would be a golden flag (kinda like Baba is You), but I wanted to be able to pull the “flag” with the tongue, so a flag wouldn’t make sense (yes, I know a frog that can’t swim also doesn’t make sense). Then I thought in a berry, on a fly, worms… but IDK, watermelon seemed cool and easy to draw.

It’s very strange that all my friends (without my commentary) found out pretty quickly that the frog wasn’t locked on a grid, but a lot of people here said about not knowing the frog could jump diagonally. I don’t know if I should make it more clear for the player or keep as it is right now and hope for the “eureka” moment to happen.

Submitted(+1)

Damn good game. Loved the art, gameplay, audio, and pretty much everything else. It felt pretty great to zoom around whenever I could as well. Nice work!

Developer

Thanks! BTW, Where is Mustard?

It felt pretty great to zoom around whenever I could as well.

It was a difficult balance between leap control, leap max-distance and leap speed.

Also, even with the game being linear, I try to give the player more than one way to traverse the same level (with a few exceptions). Plataformers these days tend to forget this and instead make a inflexible path to follow (i.e. Uncharted: Great game, but lacks freedom in some areas). Human Fall Flat exaggerates with the freedom, making the game too easy to beat with the same strategy.

Submitted(+1)

This game has an interesting mechanic and I liked the puzzles, they were fun to work out. I also really liked the pixel art, good job on that! The way the frog gets ready to jump is really nice. You also made it a short and simple experience, and introduced each concept one at a time in a good manner.


My only issue si the movement. It looks like it should be a grid based game, but it is not, and it's hard to judge I'm going to jump. 3 Block jumps are super finnicky, and sometimes I'd touch water and die, sometimes I wouldn't.


A solid entry!

Developer (1 edit)

Thanks a lot for playing and for your honest review.

3 Block jumps are super finnicky, and sometimes I’d touch water and die, sometimes I wouldn’t.

I made the frog’s hurtbox really small to reduce this feeling, but I think it should be a tiny bit smaller than it is right now. About the 3 block jumps: I personally find that the most engaging part in platformers is the “almost impossible jumps”, when you prepare to leap and think “will I make this jump?”.

EDIT: About the pixel art: Many games stick with only using “stretch and squash” for more “fluid” animations, but I think it steals the soul of the animation. For Tooongue I tried using 3 key frames to convey the sense of motion, like games did in the past. I’ve considered scaling the frog up a bit during his jump, but I thought it could break consistency with the rest of the game’s aesthetic.

I still think the frog looks like a green headcrab tho.

Submitted (1 edit) (+1)

I am thoroughly impressed by this game. I am a big fan of the pixel art. The movement is fun and engaging. The tongue mechanic is well implemented. The experience doesn't overstay its welcome, introducing mechanics slowly with tutorials throughout. If I had to give any criticism (and this is being nit-picky), it would be that jumping over water of 3 tiles was a bit finicky to pull off. Even so, fantastic job!

Developer(+1)

Thank you Zyckro for playing my game. Baked Orange said the same thing about the 3 block jumps (I know you said it first), so check my reply to them.

introducing mechanics slowly with tutorials throughout

In the development process the game had only 3 levels, each one exploring 1 or 2 new mechanics. They were similar to the levels 2, 4, and 7 of the final game. I noticed in time that the difficulty spikes were too high and happening too fast, so I duplicated every level and made the transition a bit more smooth for the player.

I tried to do not fall in the trap of “too easy and long tutorials” new games now do. I think is a waste of the player’s time to first go to a “empty hallway” followed by a “empty maze-like hallway” an then a “empty hallway that requires a jump”, etc… You get the idea.