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Hot Girls With Broken Legs
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There actually is a limit to the number of times a spike can appear on the same wall in a row: it;'s two or three, depending on what part of the game you're at. You probably encountered some bug that prevented that from working properly. Oh well! Thank you for your praise, and for taking the time to play our game!
Cute game! While simple, the visual and audio styles worked well together, though I did miss having some kind of background music.
In addition, having some sort of repeating melody of sounds play as the frog walks (Mario Maker 2's level building tool comes to mind) rather than the monotone "bonk" noise would be a nice addition. It does get a little repetitive.
I especially like Frog's lopsided face and blank stare. The grave acting as both a respawn point and a shield is a genius bit of versatility, which reminds me of this talk from the creator of Downwell. You took a simple mechanic (moving a block) and made it work for so many different purposes!
On the other hand, I found the dash/speed boost to be fun, but not particularly useful: I solved every puzzle in the game without it. Personally I think that the effort spent there would have been better spent on other aspects of the game. (That being said, I've made plenty of "useless" mechanics in my day, just for the fun of it! The dash is fun, so why not have it?!)
There are several puzzles that require you to first place the gravestone in front of a turret, and then later push it away: placing yourself directly in the path of the turret at point blank range. I died quite a few times just trying to push the tombstone away from the turrets, and found it mildly frustrating. Of course, dying right next to the tombstone didn't really affect my ability to complete the puzzle, and ultimately I was just being impatient. I'm not sure what a solution to that would be, though.
Overall, I enjoyed my time with Here Lies Frog, and I think all of my criticisms fall in to "it's a game jam game, so obviously it would be more polished if I had spent more time on it" category. It's got a good, consistent aesthetic, a unique mechanics and some nice puzzles. You should be proud!
Really loved the tone, and the art is beautiful. Some of the puzzles felt a bit too easy to just spam my light powers to get through, but it was really cool using the sliver of light to kind of piece together what is in the darkness. I can easily see this getting polished up a bit more and turned into something really special. Well done.
Hey, thanks for playing and giving feedback! The delay when dashing is intentional: we put a lot of effort in to making the hits feel really meaty and crisp, but we obviously overdid it a little bit on the dash-kick. The game shouldn't ever really slow down though, so that may be a performance issue related to WebGL.
Thanks for playing! You can hold 'Space' to keep the white line as long as you want! (though, you have to dash when you let go of Space..). When holding space, none of your other movement options are restricted either, so you can ascend/descend freely.
Keeping the player distinct while keeping the artistic vision in tact was a struggle throughout the entire development process. It's not perfect, but it's a lot better than it was early in development.
Wish there was a bit more feedback to understand when I'm taking damage! Also very strange, but your app appears to use the icon from our previous game Commander in Leaf that we put out in December for the Second Extra Credits Jam. I'm not sure if this is some odd glitch and it's pulling a random file from my computer or you actually chose to use our art, but it gave me a good laugh.
Thanks for the feedback!
It seems like there might be some problems with your browser or machine if there's a noticeable delay on the dash. It should be instantaneous and on the 6-7 or so systems we've tested on, there was no delay.
I'm not sure of your monitors specs but we did set our itch page to play in fullscreen by default, though it doesn't seem to be true fullscreen. I'd recommend hitting the fullscreen button in the bottom right of the WebGL player. It should fix all the cropping issues, though it seems like itch just may not scale properly to any monitors other than a 16x9.
The game eases you into the difficulty, and if you saw the two small blue skulls that would've put you at level 5 or so of 20. It gets much more difficult and fast paced as you go.
We chose to keep the tutorial a bit more lighthearted against the backdrop of the dark themes of the game. The point of waiting til after something bad happens on screen is so the player learns to associate the sounds and visuals of doing something wrong before they get into the actual game. There's no way to die in the tutorial so, this really cements good/bad actions while having a bit of fun with the player.
Also, the character is definitely kicking ;)