What did this game do well?
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The aesthetics and animation are really well done. The frog sprite is so well made.
I think the glowing circles beneath the frog are quite nice and the variable power makes sense.
Sound and visual design. The audio feedback works well with the core mechanics and the visual design is clean and conveys information well. The theme is also well suited to the style of game and the 'fantasy' of being a frog is conveyed in the mechanics.
The charging up effect was distinct and made me feel the different levels of power.
There are some game feel effects (like camera shake, zoom, and sound) in this prototype.
- Pretty assets & sprite animation
- Beneficial game feel elements (especially making an edge active area as a subtle but powerful element for the player's gaming experience)
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What could this game have done better?
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I have no clue what the right amount of jump power I should use until after I've died a few times. The zoom in after jumping is a bit disorienting, and it throws me off while playing.
I think the screen resize and zooming on the frog after jumps was a bit confusing. It was hard to understand what was going on I think the resize lasting longer would help.
The visual feedback is somewhat lacking and it's difficult to tell what happened because movement is instantaneous. The sudden camera movement is also somewhat jarring.
The jump could've been smoother, right now it's basically a teleport, and it should zoom in slightly after landing because that makes it even more jarring
The camera zoom is very annoying when I am trying to press space to restart, as it will constantly zoom in and out each time. Eye hand delay offset is not immediately obvious for what it does, as I had to turn it on and off several times to notice the difference. Could also use some more game feel effects (particles, animations, etc.)
The zoom element takes away from the game rather than benefits it (movement feels choppy and not as satisfying)