Although the art and animations may lack, the gameplay itself is very solid! I know myself that even if you didn't change any of the controls, great art would have vastly affected the feel of the game in a positive manner. Controls wise imo I thought it felt very nice. I love the physics of the frog and that terror I feel when that damn alligator comes. There are a couple suggestions that I'd make that could improve your game.
- The randomness in numbers of the lilly pads made multiple runs really annoying to play. Sometimes there are 8 and then all of a sudden 3. I'd say what you can do is set a max amount of lilly pads, space them apart evenly, then add randomness to sway the lilly pads a bit. Sometimes, half the map would be inaccessible because all the lilly pads were on one side
- Try to add more padding between the left and right of where the lilly pads spawn. For example, if I was on the very right side of the map, it was really difficult for me to move left because the I couldn't get far angles with the jump, only very steep ones. By adding more padding, you can ensure that even if the player is at the most left/right lilly pad, they could easily reach the other side in just one jump
Overall, I love the concept of a sort of "Duck Hunt" game turned into frog with an added enemy. And as a fellow GMS 2 user myself, I really enjoy seeing games created with the engine I associate with! Keep up the awesome work!