Thanks for playing, I'm glad you enjoyed it:) And that's a wonderful interpretation - made me look at my own game in a new light that I hadn't considered before. Thank you for sharing!
forestherd
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It's silly how long it took me to finally try this demo out (it's been on my desktop for months now). Glad I finally did, since it was very fun! Special shoutout to the text system - it's got a lot of charm. I used the "press to charge press to release" bubble setup and it worked pretty well for me. All in all I'm very excited to see where this froggy will go in the future:)
Hey! Thanks so much for playing and also for sharing your experiences. Depression is a really difficult thing to live with and to overcome.
While I don't know your personal history with depression, I can at least tell you that - for me - after actively working on my depressive thoughts, it did get easier.
Please, stay strong!
A fun concept with nice presentation and great music! My only issue with the game was that a lot of the puzzles felt timing based - perhaps a grid based approach would service the core idea of this game better? That way the player could clearly see how many "steps" the plant could survive for without water and how far the robot could walk without needing more power - would make planning out a route more straight forward
I really really appreciate how clever this concept is when you really start thinking about it. The added consideration of which block to drop on which other block adds so much. At first I wondered if there was a hidden timer that I didn't notice that increased every time I dragged a bigger number into a smaller one. Then I realized - it's an emergent timer! The act of dragging a big number up to a smaller one physically moves the whole block upwards, giving you more time till it hits the ground. The fact that this timer mechanic is a natural consequence of the core mechanic is wonderful, I love it so much!