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Classical Frog

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A member registered Mar 14, 2025

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Recent community posts

Thanks for your the feedback Noel!

I played your game and I managed to beat it. 

It would be nice to have the controls on screen because I had to keep scrolling down to see the controls in the description of your game.  There are some enemies which I couldnt kill with the normal attack because the bullets went over them due to their size - only with the empowered one (not sure if that is on purpose). 

Im quite quick with the trigger and can tap it really quickly. There seems to be hardly any delay between shots, so I found the game very easy due to spamming the 'J' key. After finishing off the wave of enemies, I was hoping for something new to happen, but I was disappointed when it just froze after moving to the right-hand side of the screen towards a planet.

Hey thanks a lot for your feedback! That are some points I didnt get before so thats very valuable for me.

I tried out your game x minute hero and I will give you some feedback as someone who has played quite a few  of games like this and has kind of got bored of them.

The problem with these games is that there are a lot of them out there, so it will be hard to sell yours if you want to make some money from it. What I like about these type of "vampire survivor"-like games is that you can just relaxfocus on building up your character. 

The nine vertical upgrades for your stats felt rather too complex to me, as it slowed down the gameplay too much due to the time spent looking at all these stats and thinking about what to get next. There were too many decisions to make. However, I liked the horizontal upgrades, such as explosions or having a shotgun as your weapon.

Once again, it would be really hard to impress me as someone who has played a lot of these kinds of games. I recently played a game called TerraTech Legion, which included a twist. You could basically build your own character instead of just clicking to get a horizontal upgrade with a UI. Perhaps you could include something like this to spice things up a bit.

Thanks for your feedback! I really appreciate the video and valuable feedback you sent. I've sent you a feedback on your game Rabbit Rocket Racing on your itch post.

Hey.

So at first I had problems setting up my controller because i turned it on when the game was opened already and I had to restart the game in order to use my ps4 controller.

After starting one game I kept trying to steer with left joystick left/right to turn left and right constantly and realised quite late that you literally turn to the angle of the joystick.

Before I looked at your game description here, I didnt realise there were different levels. I thought there would be different levels of difficulty.

I tried out playing against AI and my ghost. AI was a bit buggy because at some point they just landed there ship and didnt move anymore. Ghost seemed more challenging but I've seen some random ghost flying through the map which were not mine. That was confusing. Unfortunately I didnt have anyone to play with me in local multiplayer but I can image being more fun with friends.

There is one boost (item) which activates instantly. At first I thought it would be something like in games like mario kart where you need to activate it first and it caught me off guard that it boosted my ship instantly which made me crash some time. Having some different items that you can activate like in speedrunner would be cool.

I didnt get the repair mechanic. I tried destroying my rocket on purpose but didnt see what changed afterwards except it smoking. There is a lot of potential to make the game more interesting here like be forced to restart one whole lap.


Thank you for providing feedback on my game! Please let me know if you have any specific questions about the feedback I gave on your game.

First of all, the game's art style made a good impression on me, but after trying out your game for about 15 minutes, I just couldn't figure out what exactly you were doing. It's a kind of 1v1 detective game where you battle players online asynchronously, and the more evidence you find the more points you get? I had to figure that out for myself because the tutorial didn't help much. I didn't have time to read one tutorial section because it automatically jumped to the next one without me pressing continue. Also, the text is very small.

Because of that I didnt really get to enjoy the game because the tutorials user experience was not really good for me.

Thanks so much! I just tried out your game and gave you a feedback <3

Hey, thanks for testing my game again!

At first, the game reminded me of Pac-Man. The first thing I did was go into the black hole, hoping to be teleported to the other side. After doing this four times, I realised that I was actually dying!

I would like more power ups. Currently, I've only seen a cake, which made me bigger, but I wasn't really sure if it was a power up, especially since it made me slower. I thought maybe I'd have a shield or something. I assume it's still one to collect points by increasing the collision area. I'd like a magnet, for example, to collect points from a far range and more of that kind of power ups.

The notification window on the top right is too far away. If I took a look at it, I'd probably risk dying doing so. I'd suggest making it closer to the player so I can still see where I'm going when I look at it.

I could see myself paying for this if it had roguelike elements, or if it was a one-run game that was more difficult, like "Devil Daggers" which would take me several hours to see patterns and build up strategies to finish it.

Thank you very much for your feedback <3 Im glad you enjoyed it.


I received similar feedback about the campfire UI.

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Hi! Im currently working on a browser-based roguelite frog-taming autobattler called Hopfall. If you share your game, Id be happy to give you some feedback.

You can play it here:

https://classical-frog.itch.io/hopfall

Your feedback is greatly appreciated!

Inspired by crypt of the necrodancer? :> I really like your music!

Hey! Thanks again for sharing your prototype. First off, I really like your art. Did you do it yourself? It looks super polished, especially for a 1-month prototype. Really impressive work there!

1.What you liked about the game? 

  •     Graphics, reminded me of a game called DeathSpank

2.What you would improve/remove in the game?

    Unfortunately I ran into a bug with the shop. The prices of all items appeared as negative numbers (integer overflow?)

  • While playing and wanting to catch my first fish I was unconsciously thinking that there is some kind of minigame but i found it weird that its only rng based and there is no player interaction. Im not really into fishing games but i could imagine that players who are into that genre would really enjoy having something interactive during the fishing phase

3. Do you think there is potential in selling this game?

  • Depends on your target platform.  If for mobile then the automatic fishing feature could work. If you want to publish for pc you will need some sort of fishing mechanic.

I played the tutorial and a couple of stages with the warrior. There are some interesting mechanics with the cards. Reminded me of Slay the Spire.

Im not a big fan of a lot of reading in the tutorial in most games. I like it when you can just play the game with very simple enemies and learn the mechanics step by step by introducing simple cards and enemies like you did, but with less text. Also, there is way too much and unnecessary information when you hover over a card. I am pretty sure you do not need to explain what HP is. Then some QOL, like when you hover on a card or item and you want to hover on the one next to it, but you can't because the information window is in the way. 

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Thank you for your feedback! I have made the pixel art myself except the items which i am currently using as a placeholder.

The black-and-white thing is supposed to be a fly which is used to tame beaten frogs. I was already thinking about giving that item its own slot and also seperating equipable items vs consumable items more clearly. Also I just realised the information about items wasnt showing when hovered over them...

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Hello fellow gamers. Im working on a frog taming autobattler type game. I need some early feedback on the core mechanics if you would enjoy taming,mob management and item management. Game can be found here , playable in the browser.