Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I really liked the game concep. I don't think I've seen this kind of combination before. However, from an implementation standpoint, there are a few things that could use some work:

The first issue is FPS-related. I could only play comfortably in slow mode because in normal mode my character moved way too fast and became nearly uncontrollable

The character controls also don't feel quite right. I haven't played many platformers so I can't point exactly what's missing, but as a player I can feel that something is off

Part "LMB to grab". The hand mechanic triggered by the left mouse button also took me a while to figure out. I think the issue is that the tutorial moment where it says "LMB to grab" can actually be skipped by using the wall bounce mechanic instead

Are you planning to add any special effects in the future? Would be cool if blood stains on the floor as it moves, similar to Super Meat Boy

I also enjoyed the hand mechanic. Do you plan to develop it further? For example, a mode where the hand has collision and you can jump on it like a platform

i really got an eye on your crazy pfp xD

thanks for playing my game Frogach. I am glad you like the game in general.

i will respond in order or your statements

player feeling: hmm i noted that. I dont really have much playtesters, this is why I am here.  good player controlls are key to good player feel. I will improve the player controlls. and would you describe the character as to snappy(: the de and exceleration where to short)?

However I am happy you could take advantage of the Slow motion function.

(If you have played games like mario you are maybe used to more heavy characters,  as in super meat boy you should remember this since meat boy feels super slippy.)

tutorial problem: the wall jump was just added in the last update. so the levels werent actually desingend for that. be sure about me improving that Tutorial really soon.


moving trail: I have to say I am not a big fan of the player leaving behind a trail, of weather blood or something else, that could be a good looking feature and sound good on paper, but player trails make the actual player feel way lager than they are. 


claw element: its a good idea that if i finished tha game i may build more exerimental features, or public debug menu with cool shit the test around with, but I rather choose  to build a floating game element, that the player can stand on,  and also pull around with its claw, to build temporary platforms.   But, you may see that this could help the player skip a lot of stuff so i gotta be carefull.

but as I develop the whole game further, who knows what we will end up with.


thanks for your feedback!

cheers, Cookie