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froga

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A member registered 67 days ago · View creator page →

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Hey! I’m so glad you enjoyed! Coming out of the Juniper Dev game jam earlier in June I was super inspired to somehow spin this jam’s game into a historical theme. 

I wasn’t sure if it would resonate with others like it resonated with me, but I’m super happy it did! :D

Yeah, in hindsight I would've tried to make a better balanced economy... Scope got to me! Lol

Thanks!

Thanks! I’m so glad you enjoyed it! It means a lot!

Thanks! I'm glad you enjoyed it! Balancing isn't the best in this game but I didn't want to make it too hard and lock people out, but I didn't want to make it for strategy veterans only... Thanks for the feedback!

Thanks, I added a pause menu with a "How To Play" section if you need extra instruction/tips :)

I will check yours out soon :D

Glad the confusion didn't last too long lol!

Tiny and fun game! I enjoyed the direction mechanic a ton, reminded me alot of Eets, its a super old puzzle game similar to this one, it probably wasn't an inspiration but it is so similar I think it might've been! 

Ran into a bug with the restarts that blacked out my screen and stopped me from playing, but up until then, it was interesting and scratched that itch that a good puzzle game should! Good stuff!

Thanks! I was leaning into that AOE feel as it is one of my favorite RTS games of all time!

I love the artistic direction and music! My only wish is that there was more! Just one or two more levels would have been great... What made me frustrated on it was that, in trying to get the best medal, if you mess up, you are done. You have to exit out/finish the level in order to restart the run fully. Holding 'R' to reset the timer to 0:00 and the player back to the start would have fixed that.

Nicely polished experience, just wish there were more levels with a more complex gimmick :)

Very fun and polished game! Loved the art, never would have thought to make an incremental but I'm glad you did, this is awesome! Didn't let me enter my name on the leaderboard, but that was the only bug I encountered! Loved the SFX too!

Really unique and fun game! I loved it! :)

One small bug: vitality upgrade always heals to max and adds 50 max HP. Other than that, this was awesome! I suck at it lol, but it was super duper fun. :)

Hey! Thanks for playing! Yeah, in hindsight, I probably could have explained it better, with like a visual timer or something in terms of resource gathering. 

I’m super glad you enjoyed making an overpowered army at the end, when developing it, making sure that armies could get big and overpowered was definitely a priority.

Hi, thanks for the feedback! I'm glad you enjoyed the art, when developing I felt that was definitely the projects weakest link, but it's nice to know you liked it!

Very, very nice and polished game! I loved the Baba is You inspired art, it's exactly what caught my eye scrolling for games to rate! The idea of little "movelings" who have to work together to solve the levels is funny, I liked the little guys.

Main issue was the fact that difficulty shot up rather quickly. At the start, levels were easy but clever, but towards the end of the snow (specifically level 13) I stopped being able to figure it out. That being said, the option of unlocking all levels was an addition that basically solves this issue. Even if you can't get one or two puzzles, you aren't barred from seeing the rest of the game. Very nice! :)

I liked the music too! Would've liked to see some original music for the main menu/level select but the chosen Animal Crossing tunes fit well.

Good game, please put the movelings on a t-shirt i love them. :)

Fun game! I couldn't really get past the tutorial, skill issue most likely.

Could've used some coyote time on the jumps... It felt unforgiving and at times, even frustrating. I'm not so sure how I like the variable jump height here, I think the reason why the platforming in Geometry Dash works so well is the predictability in it's jump, I get that this is a core part of the game, but it made the jump feel unpredictable and took some getting used to.

I enjoyed the music from what I did play tho, loved the tutorial music. Reminded me of pirates! Could've used a more concrete connection to the theme aside from the endings of the levels.

Overall, fun game, with a few tweaks, this would make a really interesting spin on the Geometry Dash formula. :)

Really fun game! I enjoyed the artstyle and voice acting lol. I personally found it really frustrating to control... Could just be a skill issue but the clicking and dragging felt unresponsive at times and it was a super long climb. I got about 10 minutes in 600 feet and I just couldn't take it anymore lol. Not sure though, that could be a skill issue lol.

Good game! I loved the little (and big) guys! :)

I liked this game! Main issue was the difficulty. 

In some sections, the lack of variable jump height really messed with me in terms of the precision you have to perform, and also the hitboxes felt a tad bit unfair at times. I also wasn't a huge fan of the design choices for some of the obstacles. I loved the pixel art on the character and environments, but the conch shells/fire didn't resonate with me, especially on the one level where the entire thing was fire, it felt overused to me.

I enjoyed the music, looped a bit awkwardly once or twice, but the music was composed well and I felt like it fit the idea spot on.

In terms of the theme and idea, it was a really, really good idea and I think it was done quite well! I would've liked it to be more fast paced, I often found myself going to fast and trying to do cool stuff with the platforms by trying to catch myself on them, but the animation took so long I couldn't, but other than that, it was a really creative idea that I feel fits the theme perfectly.

Good game! :)

Hi!

You cannot access the game as I haven’t actually uploaded a build yet, just wanted to get some art and stuff up :) I’ll be sure to check out yours during the rating period!

I tried to stay fast in order to fly around the scene and keep the animals at bay. So speed and control was what I focused on the most.

Really!? Starting to think that the difficulty might have been some sort of reversed skill issue for me lol

For sure! For reference, I did not move the pivot points/add any extras. My strategy basically consisted of keeping the pigeons and squirrels at bay across the whole board as they are easily the hardest to deal with because of their speed. In fact, my one and only damage was to a pigeon lol. As for spinning, it really depended on how far they were to my spin point. If a big bunch was close, I would get super close to them and just spin, clearing out that section fast. You can also do wide arcs to clear multiple lanes at once. 

Other than that I don't really think I developed a strategy, just swinging fast and keeping all the lanes relatively even instead of focusing on one at a time. I'd be happy to record some gameplay if that would help, like I said I really enjoyed this game and I would be happy to replay it especially if that would help balance :)

Ah, I see. Super unfortunate. You can still update it after the jam tho! So thats good!

Very good concept and well polished! Little confusing, a tutorial or even written guide on how it is supposed to work would've been great. Other than that initial confusion, it does seem to be a well put together game with some serious polishing work behind it, good stuff!

How this doesn't have more ratings, I don't know. Serious Simon's Disco is a true gem of this jam. Little rough around the edges, but a solid and hilarious experience none the less. The gun was fun, I loved turning and immediately blowing up anyone who dared to sing badly. Really just needs more polished menus, a better bullet sprite, and a background. The background is what got to me the most, It really, really would've benefitted from even a repeating moving pattern, it being static is a major drawback.

That being said, how this has only a couple rates is crazy! This is really underated imo, nice work!

Hi! First off can I say, awesome particle effects! I know how much I suck with Unity particles, so it was impressive seeing such high quality particles!

I did enjoy the SFX, could've used a little more, but I didn't care for the music. To me it just didn't have the same vibe as the game, and recognizing it as the bee playing Aria Math killed my ability to take the horror aspect seriously.

Some animations are missing, it would have been nice to have an animation for the guy as he spins instead of a static rotation. Visuals were kind of lacking in my opinion, the grass/trees looked a bit fake to me.

Sometimes it was a bit unfair, an indicator showing where an enemy is going to come from might solve this. Sometimes one enemy spawns in front, and another behind right after, and I physically cannot spin fast enough to get him. 

That being said, getting multiple of the monsters in a row felt sick, especially with the FX. With some more polish and maybe some sort of progression/upgrades, this would make an awesome full game on itch! Nice work!

Okay! I have alot to say about this game! First off, the first bossfight was fun! I enjoyed the undertale bullet hell style. 

I liked the humor, the beginning note and story sounded interesting.

For visuals, weakening the cores hurt my eyes a bit, and the game feels unfinished as alot of the assets don't seem to be fully done (white backgrounds, ect).

For audio, I enjoyed the music choice alot! But this game could've benefitted from SFX tremendously, and their absence is felt. 

I unfortunately couldn't keep playing after the first phase of the boss, he wouldn't take any damage and I got softlocked. I think leaning into one core aspect (like the bullet hell boss-fights) would have helped this game, it seems unfinished with bugs and a lack of polish.

However, I still want to congratulate you for submitting this and making a fun bullet hell system! Given time to fix game-breaking bugs and flesh out visual/audio, this could be a fun game! Good job gamer. :D

This was super fun! However, I do have a couple complaints, the biggest one being about the difficulty. As fun as this game is and as much as I loved spinning around, it was really easy. I beat the game in a little over 7 minutes with 0 upgrades, and I was only hit once. This game does need a difficulty increase in the campaign. Other than that...

- Audio: Music felt a bit repetitive, and some SFX were varying volumes, I would lean heavily into a fast paced TDS if I was developing this game, with upbeat and fast music. I liked the cozy kind of vibe, but the gameplay was so fast and the spinning around was so fun that I didn't feel like it fit.

- Visual: Nice visual style overall, could've used a little more flair to really sell the force of the impacts tho :)

And yet, this is still a super solid game. I had a lot of fun with the spinning mechanic, and at the end of the day, being fun is the hardest and most important part of gamedev, and you did it excellently in this project. Super nice work! (and it was very serious)

Wow, super fun and well executed idea! The HUD paying homage to classic wolfenstein-type games of that era was cool to see. I enjoyed it alot, the grappling hook was super fun, the slot mechanic was fun (although I wish there were more crazy powerups!), and I enjoyed the art-style and graphics. I did find minor issues, but nothing that ruins this great game!

- Audio and SFX peaks randomly, seemingly when shooting the gun and hitting many enemies at once, it gets too loud.

- Also, I couldn't really tell what constitutes "being hit" I felt like sometimes the game let me get off free without taking damage unless I literally grappled into a group of enemies. More visual feedback like a vignette would have been nice.

Overall, very nice game! Especially for a first submission. Nice work, keep it serious. 👍

This was a really, really good game! I loved the music and the idea behind this. The spinning was fun whenever you released just right, a bit frustrating trying to catch the swing points tho. Whenever your camera is moving and the frog is bouncing around, those tiny points just aren't big enough to comfortably grab.

I loved the music, seriously. Even tho I felt like some SFX (like for the initial tongue grab) were missing, the music carried it to 5 stars for me.

Could've used some more polish, some areas felt janky to play and could be easily cheesed (although I think multiple solutions to a level is fun, but it should be intentional I think), and more animations. 

All that being said, solid game especially after one week of learning Unity, this is great!

Very well controlled and designed idea! I loved spinning around, I just wish there would have been more powerups/energy refills to keep the spinning going for longer.

Also would've liked some original music/a more creative background, but I can't say much because for scratch, this is really good! 

Overall, even though I felt this game was missing some polish that would've bumped it up tenfold, the core mechanic of spinning was done well, felt satisfying to play with, and is really impressive for a scratch made game. Good work!

Fun game! I lost at the part where the oldest employee challenged me to a dance battle :( my brittle youngin bones couldn't keep up with the pure calcium and bone density emmitted from that man. 

Super fun game, I could feel the wario-ware inspiration oozing out from the game and I love it! Would've enjoyed more minigames about spinning, spinning was kind of lost on me, atleast in the parts that I played before I lost the dance battle :(. Very funny too, also i love watching this fish wag his finger at me in the corner of the page thats a fun gif.

ok im back to play again this is satisfying I WILL GET GOOD AT THIS

Thanks! :)

Incredibly serious, it has a line graph in it, how much more serious can a game get?

Hi! Thanks for the review :) I am very happy to hear the comment about the clever puzzles, I have never touched one puzzle game, and this was my first real game EVER so I am stoked to hear it was done well. About the sound/settings, those were mostly out of scope for the project, but yes, better audio would've helped, especially in the end cutscene as I recorded the CEO's lines in my bedroom with a microphone and NOTHING else in like 2 takes so it was very unprofessional.

And thanks for noting the difficulty, I didn't release this for playtesting and by the time I had finished development it was all easy to me lol. Actually, the level with gooby dropping from the ceiling is actually the nerfed version of it, originally the gap was a lot smaller to shoot the boxes into the right hole, and it was getting frustrating trying to record progress footage where I got stuck for multiple minutes trying to do my own puzzle because I just mechanically sucked at the timing, so I widened it lol. I figured the real challenge should be figuring out what to do, not actually doing it, that should be secondary.

Thanks gamer, very cool!

Yea, realized halfway thru that the fans don't really count in my book. Thanks for the feedback.

A goob-tocracy is coming to a country near you