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(+1)

This is absolute gold.

FROG EGGS!

... It was supposed to crash at the end... right?

(+1)

It was! Thanks for playing :D

(+1)

By the way, here's some constructive feedback from a fellow dev:

I think you can make a few adjustments to make the experience smoother, without taking away from the difficulty or intentional "unfinished" feel.

  • Audio
    • The Super Jump "charge up" sound gets pretty grating over time, and can distract from the dialogue. You might be able to fix that by just bringing down the maximum pitch.
    • The "step" clicking sound is important feedback for platforming, but can get really annoying when played rapidly on slopes, low ceilings, & corners.
      I see two possible solutions for this:
      • 1: Attenuate the sound over time when played rapidly in succession, and reset the attenuation after an interval.
      • 2: Set a minimum interval the sound can be played. This would at least make it sound less like your computer is crashing.
  • Super Jump
    • The Super Jump guide-line doesn't seem to be accurate - at least to me as a user. I'd suggest double checking it. Could it be related to frame rate?
      • If it IS accurate, then it might be a usability issue. Maybe you could try leaving the line there during the jump? This might let players see what's happening during the jump, and adjust accordingly. 
    • Without the mid-air sprint, it's very difficult to make adjustments mid-air. I found myself missing a lot of big jumps by just a meter or so. Maybe you could nudge-up the areal directional influence when using the Super Jump?
    • IMO, it takes too long to charge enough jump power to make short jumps - but I'm guessing that that might be intentional.