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(1 edit) (+2)

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!

(2 edits) (+1)

Thanks for the constructive criticism, I really appreciate it! Responding to your points:

  • Yeah, art isn't really my forte, but I did what I could with the time I had. Trying to find a style I can reproduce that doesn't suck to look at or make!
  • The random range for the lily pads is 4-6, but I get where you're coming from. That range should be higher as a whole, and it shouldn't be able to create dead-zones.
  • In the final hours before the deadline, I realized dragging the cursor off the edge of the web browser game window pauses (?) mouse detection, so I made the decision to have the drag "release" when the cursor leaves the game window. This of course creates the annoying lack of jump angle options near the edges of the window. I still have not found a technical solution for this using gamemaker. Of course I could limit how far side to side you can go, but that felt like a cheap solution in the moment.

Thanks for playing! Good to see a fellow gamemaker user in the wild!