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Wow!  Really well done boss rush thing with a clever movement mechanic under it with the disappearing lily pads.

I enjoyed it a lot, I thought it was very well put together and clever all around, the way the lily pads make you think about where you've already been, trying to setup routes that won't screw you over and reacting to how the missiles could block you in is a lot of mental work for seemingly very little, which to me, is the key to the golden gate that leads to game dev paradise.  It's a really smart game, think you should def continue expanding on this idea, even if it's not frog related.

My only qualms are that the rate at which a defective missile drops is too low, I feel like I'm just waiting around which gives me the feeling that the game is trying to artificially make itself last longer, which doesn't seem necessary.  I think adjusting this so that every x amount of bombs there will always be a defective one would go a long way in making it feel like every attack is an opportunity to retaliate.  Take this with a bit of salt as this may be your intended design, to constantly hope for a defective bomb & not know, I just wasn't really feeling how long it would take before they would spawn, obviously the more patient I have to be, the longer I have to spend in a barrage of bullets lol.

The other one has to do with just not understanding the rules, at seemingly random I got hurt?  It's like if you're sorrounded by no lilypads to move into, that counts as damage.  It just seems unnecessary, and comes out of nowhere.  Made it feel unfair and ultimately was the reason I didn't finish the game.

Lastly, just as a sound-designer & musician, even though I like the sporadic piano noodling over the game, I feel like something with a more solid beat that got you pumped up and was synced with the flow of the game would've added to the intensity of the boss rush.  I wouldn't mention it usually, but with games like this the music actually does have an impact in keeping your heart rate high enough.  Something to consider, nothing wrong with the tunes.

That being said, over-all, I enjoyed a lot of what was going on.  Great job!

(BTW, It seems like your game is criminally underrated for the quality that it has, I think you should consider making an HTML5 build and putting it up, I think thats why you just haven't had many players/ratings.. no one wants to download.)

Thanks a lot!

About the rate of defective missiles, it might be low, but they are not 100% random. I programmed something like every x rounds, drops 2 or 3 defective missiles. I thought, if every round (during a same life sub-level) the player gets defective missiles, than all the patterns that I created would have been for very little. I went for a curve of difficulty that makes both those missiles more rare (higher x) while also creating more complicated patterns, to balance the overall tension!

Maybe the last life might be the more problematic one, since I think the boss drops defective missiles once every 6 rounds. It is a lot of round, yes, and the patterns are the hardest one (it is the last life), but I ended up compensating for the high tension and the difficulty of catching some missiles by giving many extra lifes to the player during that round.

About losing lives when surrounding by zero lilypads, part of the game is the strategy of controlling the number of lilypads you have in play. You can easily get trapped, not because the level of randomness of the game made you trapped, but only because you decided to get in a bad situation. I understand that, in the first case, you losing a life might be frustrating, but, in the second case, it is blame on the player!

Last, about the music, yeah, sound is my weak suit in these projects. The soundtrack music is highly inspired in a much stronger music, that I tough would be ideal for the game. I really wanted to use such music, but I don't have the rights to it, so I had to work around the best I could!