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Cute frogs! I loved their faces with that dorky lil smile. Like TomatoToaster said, great job working in the frog theme and making it feel like a "frog thing" if that makes sense. 

I struggled a bit with the tutorial in the sense that I didn't understand right off the bat that the armor had to be removed before hitting HP, I thought it was more of a "if it has armor use a wizard to target their health, if not use a ninja" deal (but that might be on me for misreading instructions). Once I realized how it worked, I wanted to reorganize my frogs but couldn't move them—a "remove frog" or "swap frogs" mechanic would be cool here. I still won that round (kind of missed having a replay button after the victory message, lol) and my second run went much more smoothly now that I knew to place the wizards first :)

To prevent an easy solution like "put 4 wizards first then 4 ninjas", maybe you could have enemies that have higher armor than usual but very little health so that you'd need more wizards, or enemies that regenerate armor so the player needs to mix wizards and ninjas instead of always keeping them separate. For the debris, because there was no real need to clear them during the game I filled out my board with frogs first and forgot I had to clear the debris strategically only cleared them after I no longer needed to spend flies on frogs. Maybe some kind of pressure on the player (time pressure? Tadpoles getting antsy?) could change that and force the player to make choices to add depth?

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You weren’t the only person who struggled with the tutorial and I agree it could have been more clear and concise. Being unable to move the frogs was something I also found annoying during playtesting but didn’t have time to implement versus other polish sadly.

I originally had some enemies that used the mechanics more deeply but then became worried the game would be too difficult and frustrating to play so I scaled it back. If there had been time to implement another level it definitely would have made the mechanics more interesting.

The debris clearing is a weak point of the game and feels pointless. It felt better when I first implemented it but then realized getting to the end but losing because the debris wasn’t gone was pretty lame so I implemented the automated clearing. Sadly this essentially undoes the whole mechanic and due to a lack of balancing feedback I erred on the side of caution making it more easy in that regard (I originally had it so that you only had a bandwidth of two extra towers before you ran out of money for clearing debris but that felt so bad and just turned the game in to a boring math problem). A different method of putting pressure on the player or something else for them to do would have been a good idea! Thanks for playing!