Nice concept and well presented! My one complaint is that I didn't seem to be able to see the enemies before running the map. It would have been nice to be able to plan around them instead of having to go through trial and error.
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Croak-o-matic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #224 | 3.811 | 3.811 |
Overall | #344 | 3.757 | 3.757 |
Presentation | #382 | 4.012 | 4.012 |
Originality | #929 | 3.586 | 3.586 |
Ranked from 169 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?
You cannot change your character's behaviour while it is moving; you have to previously define its movement using placed triggers across the levels.
Did your team create the art for this game during the 48 hour time slot?
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
I'm really impressed with the depth of control you have. It's so easy to add actions and make the frog act what you want it to do.
Great work!
I like the concept! I think it can work how you can't see enemies when out of control. It would need something to prevent colliding with them, like a predictive element of putting damage shield items against the invisible enemies around the map but they only work before you've seen the enemy. That would be fun to me.
I usually don’t like platformer that much, but when im not the one executing it’s actually alot of fun :) Only problem beeing the small inconsintencies when running the replay, where somtimes timings of razorblades etc are slightly off and you fail where you succeeded 4 out of 5 times before. I also would like to be able to adjust the zoom in replay mode (i find the camera is too close), to better understand what’s going on, expecially since you don’t see the enemies in the planning phase and so you have to determine how to adjust your current plan, which is hard if you don’t see whats before or behind you.
Great game ! When I was happy that I finished the level, the ghost turn up and causes little frusteration. Apart from that very well executed
Great idea, love the puzzle approach to a platformer. Really enjoyed it. Seeing the enemies during planning phase would improve the experience, and also being able to drag markers around after setting them. Deleting them and having to get them back from the sidebar can be a bit frustrating when you just want to move the marker a tiny bit. But overall well done!
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It would help a lot if you would rate my game as well, it's my first ever so would really appreciate the feedback! Thank you
Overall really good game, good take on the theme and your control was intuitive enough that I figure out the game at the beginning. First Level is well laid out to understand every mechanic. Good job !
Nice idea and well executed! The replays aren't fully deterministic, and different stuff sometimes happens from time to time, but otherwise great!
Really fun concept, was really great to plan you route and see it working!
I do wish I could see the ghost where they would spawn.
I like the idea, it's so upgradable in future and it is yet fun to play! I don't like the fact that I can't have any clue to where the enemies appear when I'm put the controller in the game, I hope you change this in the future. Above all it's a good and fun entry ;)
Plays amazingly, extremely polished for a gamejam entry, great potential for expansion.
Had a lot of fun playing this game! Awesome job! One comment though... Enemies seem to apear out of midair which turns the game into trial and error i would have had a lot more fun with just knowing where the enemies are.
It's a good concept that's mostly well-executed, but with a few issues that really hurt my enjoyment. The game isn't deterministic, so sometimes I'll die in one run and live in another without changing a thing. But the biggest thing is that enemies appear out of thin air, making it feel much more like trial and error than a puzzle, which isn't very fun. The camera is also too close when playing and doesn't follow quickly enough at times, leading to some situations where it's very hard to tell how you died.
I love these puzzle-platformer type games! Well done! Great job!
Nice game. It needs more polish though, for example it's weird how the jump input doesn't resolve if you touch it mid-air, even though in my mind I already finished the level. Having a deterministic space, like by using a grid, can help a lot in these situations. Also, enemies appearing out of thin air is very cheesy, and feels unfair, and those platforms at the level head really communicate that I should be able to move through them. These are small things, but they're tremendously important.
Good luck!
Very cool. Imagine if there was a level editor for players to use in the future. The game would be a hit!
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