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Arcade Badgers

A member registered Apr 24, 2014 · View creator page →

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Thank you for the comments!

We have a few ideas we'd like to do when we get back round to Froak ( and some bugs to squash! ) and regenerating lilypads is on the list.
They were in, but we needed to play with it a bit more to get it right, so that there would still be times when your frog has to go for a splash!

Woo thank you!

I had forgot I left the debug "AI" mode in where you can just hit Start and let the CPU bounce about - apologies for that!
And that annoying grid bug that any time I try and debug it, it never occurs... ( the blue frog that got stuck at the bottom thinks it's at the top )

Oh well, sounds like some fun was had at least :) Thanks!

Loved the music and the grappling hook mechanic was a nice touch. Only disappointed in the lack of actual guinea pigs ;)

Took a little bit to get used to the controls.. the wind blowing the wrong way while getting out the first dock didn't help much!

But yes, looks like a good base to build off of!

Really enjoyed the concept of this game! However, once I hit 35 points all I seemed to get was powerups and no more enemies spawned in for me. Hope to see this expand into a bigger project.

Loved the amount of detail you managed to squeeze into everything, and very cool mechanic!

I almost expected it to be a shooty flappy bird the way the ship arcs up and down!

Trippy walls too!

Took me a few lives to figure out what one earth was going on, but once I settled into the frantic clicking it was quite enjoyable! Nicely polished too!

That thing creates some quite insane looking guns too!

The palette switching on the stage change was really nice, I thought.. refreshes the look a bit!

I was going to play some other entries this lunch time, but being a sucker for puzzle games, this just ate up the rest of my break.. oops.

Didn't expect that style of music.. but certainly a solid little game with lovely art style.

The non-square movement ended up being both a blessing and a curse.

It gives a bit more definition to the lily pads ( with the subtle wobble when a frog lands on them ) but they take up quite a bit of room, so my original ideas for puzzle levels disappeared as I didn't have enough space to make them interesting I thought. Or I'd have needed to spend more time sorting out a camera system and all that entails. 

(Edited 1 time)


I (Steven) did the graphics this time. Usually it's Claire, but this was more of a break from our current major project, so I threw it together where I had time. Didn't turn out too bad, I think!

Audio was actually a bit of a pest as I've been doing a more crunchy chiptune style for Snake-A-Roid recently.. ended up spending a day listening to ZX Spectrum tunes to get that bouncy happy sound in my head.

The AI does have a bit of an endearing quality to it with the animations!

But yes, I ran out of time, so decided that a multiplayer "battler" seemed like the best bet to salvage what I had.
The 60 second rounds seem to be about the perfect length as well, especially with the lily pads sinking.


As I put on in the postmortem devlog, it originally started out as a single player puzzler, then as time disappeared, it morphed into this thing!

(Edited 1 time)

yes it was the slowdown.. didnt seem to get the unit selection problem!

edit: spleening

Very nice base to extend upon!

Reminds me a lot of tile-placement board games, particularly in how you're restricted in where you can place things, giving a good bit of strategy to just planting things all over the place.

A 3D dungeon crawler thingie with lots of traps. The lack of pictures here certainly hides a nifty little game, so hopefully a few more people click through to it.

Took me a bit to figure out why I was smacking into the corners... I was letting go of the accelerate to go round, and of course, activating the boost at the same time in this instance!

Once I figured that out, it was plain sailing :)

Had to repeat the first level a few times before I got my bearings but interesting little game once I got the hang of it!

Very polished, well done!

Definitely one of the most polished entries I've played so far.

I also vouch for the keyboard control to restart.. cursing and mashing return before realising I had to use the mouse was slightly embarrassing!

Linux version is just moaning that it can't find a game at the path.. but played the Windows version anyway.

Couple of bugs, as have been mentioned, but I'm one to talk! :D Enjoyed it nonetheless, well done :)

Would like to see a higher res version of this, as I agree with the other comments that the low resolution may be hurting it a bit. But the atmosphere in this is amazing.

Nice idea and use of resolution!

#LOWREZJAM 2017 community » Devlogs · Created a new topic Froak!

Perhaps a bit late to start a devlog after the competition, so take this as a post-mortem instead!

So, Froak! was a bit of fun to unwind a bit from crunching on our main project - Snake-A-Roid 2.0. We'd just come back from the 4TG Game Con in Aberdeen that weekend, we were knackered, and it being the end of the Summer holidays, the kids were extra hyper about going back to school... so a perfect jam environment!

Froak's initial design was scribbled out on a small notepad the day the competition started during lunch.
It was actually going to be quite different from how it turned out.

Originally, the plan was to test out ideas for dual-stick controls... left stick to bounce about the lily pads, and right stick to flick out the tongue in eight directions to catch a fly. I threw together a quick arena of lily pads, calculated a grid, gave all of them a fly, and made a frog to jump about.

Then life got in the way until the weekend.

At this point, I hadn't looked at using the right stick yet, and was spending my time trying to get the jumping between lily pads sorted, and just collecting the flies as you went past. It seemed nice enough, and thinking it was too easy, added a lily pad sinking mechanic so that while there was a frog sitting on them, they'd slowly sink. ( Though at this point, they resurfaced rather than disappearing completely like the submitted version. )

The weekend came and went.

Over the next couple of lunch times, I added some more elements - the logs and crocs - and tested a few level layouts.
At the half way point, I stopped to have a look at everything and realised that the 4x8 grid layout I had given myself wasn't going to lend itself to interesting puzzle levels. I'd either need to make a bigger play area with a scrolling camera, or have a rethink. I'd already coloured four different frogs, so thought of changing it into a multiplayer "battle" thing instead. Be the greediest frog, eat all the flies, jump on the heads of the other frogs to steal theirs. Simple!

The next weekend appeared quicker than I expected, and I only then managed to sit down and write a little bit of "AI"
They ain't smart.
What they're supposed to do, is look at the (usually) 8 squares around them and jam all the cells with flies in a list. Then randomly pick one and go after it. If there's nothing in the immediate cells, look another set out. Repeat a few times to make sure the reach goes from top to bottom and failing that, pick another frog to go after until flies respawn. Pretty straight forward stuff.
What they actually tend to do, is pick the top left fly and go after that, then get confused when something else eats it and jump in the opposite direction.
Emergent Froak behaviour... honest!
There is a bug in here though.. in that I lock on to the fly's position, rather than the cell position.. and as the flies buzz around a bit, the frogs can get confused and think they're further behind/infront than they are, and jump about a bit more erratically than they should. Another bug, is that when they sink, their state can sometimes get mixed up and they go into limbo.. I didn't find this one until after submissions had closed, sadly.
I also got multiple pads working in both browser and Windows, so upto four players could play, and had the keyboard work as a separate interface from pad one... so if you only had one pad and the keyboard, two players could still play.

So, Monday rolled round and it was still pretty quiet... so I tried throwing some music together.
It was surprisingly harder than I expected, just due to having been working on Snake-A-Roid; an Arcade Arena shooter with a crunchy chiptune soundtrack with a much darker style than Froak. I needed something bouncy and happy. So nothing worked out. Spent most of Tuesday at work listening to Spectrum chiptunes to get those happy bouncy squarewave arps in my head! Not sure if my headphones leak or not, so that must've been fun for anyone walking past.

Tuesday night, I rattled out a title tune, and did two ingame tracks and a podium win on Wednesday plus sound effects.
Turned out alright, I think!

Wednesday lunch time; added some menu states in and the game loop, so you went through: splash -> controllers -> game -> win -> controllers etc... and threw together a few more arenas that are randomly picked. There's five in total.

Wednesday night; finished tidying things up a bit - such as the lily pads not resurfacing - and finished the music.. did some quick tests in the browser to make sure it all behaved, then just threw it onto itch.io about half an hour before deadline.

And that's that, really!

Nice and simple little game.. a couple of bugs lurking, sadly, but fun enough to hopefully continue later. Might stick up the GMS2 project later, if anyone's interested.

Now to go rate some games!

ooo thank you very much :)

You probably wanted to keep those shields and swords to take back up to sell, but I appreciate you only have a couple of minutes to give to each game! Food for thought in my future games to make sure the first few minutes are more YouTube friendly.

Once I figured out it was the left and right mouse buttons to click ( stupidly, I was clicking the left and right sides of the play area... ) I got on a bit better from 2 to 114 ;)

Perhaps worth it alone for the fact the entry page has the button labelled "Visit Poop Country"

But yes, there doesn't seem to be a whole lot going on, yet I still sat and watched them bumble about for a good five or ten minutes....

Perhaps more of a runner ala Canabalt, than a clicker/incremental game.. but a nice little one nonetheless.

Made it to the end too!

The giant rats are easy, to try get you used to things and powered up a bit... the flowers and flame blob things on level 3 down will hurt you if you haven't picked up anything by then. Looks like I messed up the experience and you gain per hit, rather than per kill.. oh well.

On the plus side, you can abuse the browser's zoom functionality. Click down the three dot things in Chrome and adjust zoom there, or the "burger" menu in Firefox. I was primarily developing it on a laptop with a teeny screen, so even at it's current size, it takes up half the space. That'll likely be the first major thing to fix post-jam.

(Damn, I'm a wordy sod, aren't I?)

Yes, I was going to double the size of everything but forgot.. the layout was effectively a test layout ( as the right hand side was originally going to have up to six enemies, each with their own attack and defence items.. ) that with me only starting this Thursday lunchtime, ended up being the only one! So the floor number is stuck in an odd place, as well as the up/down/exit buttons.. and everything's a list, so when you add/remove things from slots, everything shuffles along... room to improve, for sure.

I somehow want to see a kitchen timer that goes off when the food is done so you can leave it idling in another tab.. then if you're not quick enough, the food burns! Especially since those fried mushroom things take so long..

Looks like I had hungry sailors, as I had trouble keeping my fish stock up, then they must've turned on themselves!

Reached light speed!

One oddity I noticed was clicking outside the game seemed to hang it, and I had to refresh the page. This started from the beginning, but with my stats saved..though it was somewhat satisfying seeing the starting races go past so quickly, after battering the mouse button to get past them originally.

Nice and simple :)

Nice and relaxing and gave my finger a bit of a rest playing duck hunt with the birds for a bit, before launching birdygeddon with the final upgrade :)

That's some evil level design there ( that falling one.. ouch ) but yes, reminds me of a low res super meat boy and good fun!

That's quite an amazing little game there! Easily a close to a full game with some minor gripes ( I too didn't quite catch the hold Z and press, and got a bit annoyed when I was pressing a direction then Z instead ) but other than that, wow.

That was utterly chaotic, and in a good way!