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Koolruz

12
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A member registered Oct 05, 2020 · View creator page →

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I managed to clear the game after several attempts!  I found that it was really hard to react in time when a frog started extending its tongue, so it felt like the main challenge was in making sure your movement path was always in a safe direction.  It might feel more engaging if the frogs had slower moving tongues, but shot their tongues out much more frequently (there were often periods of 5-10 seconds where no frogs would be attacking, which felt strange)

It was also very cool that you designed this to be playable on mobile!


I loved the frogger homage!  :)  Unfortunately, I couldn't play for very long - I didn't quite get why the highway was scrolling when I remained stationary, and the scrolling background made me very dizzy 😵‍

Overall though, well done!  This is a complete experience that you managed to get done in three hours!  :)

This was fun!  I played the jam version at first, and unfortunately didn't realize there was no end state - I figured because there was no score being shown, it must have had a finish line that I kept falling short of, so I spent a good chunk of time replaying again and again 😅 

I also had a hard time focusing on the movement on-screen - It was never uncomfortable or disorienting (I always knew what killed me, and could see obstacles clearly), but it did mean that the graphics and bits of polish (like the potion puddle filling up below you) washed over me instead of being something that I was able to consciously notice.  I suspect this might be because of how large the game was on my monitor - I couldn't keep much of the scene in my focal area, so I had to focus just on the top of the screen to react to obstacles coming in.

Overall though, well done!  Dodging obstacles felt satisfying, and the soundtrack was a bop :)

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This was fun, once I figured out how to play!  :)  It's a neat twist on flappy bird!

It would probably be worth mentioning the controls in your description - I struggled quite a bit to figure out how to move around, before finally figuring out the combination of arrow keys and space bar!

The only other feedback that I have is that it would have been really nice to be able to restart with the keyboard, because of how quickly you can die - Moving my hands from keyboard to mouse, clicking restart, then moving back to the keyboard could sometimes take longer than an attempt lasted!  😅

Overall, well done with a neat idea that fits the theme well!  :)

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This is a fun puzzle platformer!  I've got a lot of feedback on the controls, but that's not a criticism of the game in any way!  :)

In general, I had a lot of trouble with the controls - I felt very awkward and uncoordinated when trying to press Z to shoot a bubble, and then press space with my thumb to jump up onto it.  This was compounded by the fact that X reset your position (but not the level itself), so I found myself waiting around a lot when muscle memory from UFO 50 kicked in, I pressed X to jump, and then had to sit around waiting for my bubble to pop.  In general, it would have been a great quality of life improvement if you could shoot another bubble to destroy the one that was already there, as I often found myself waiting on mispositioned bubbled.

Those are easily fixable nitpicks though - The core of the game was fun!  Well done :) 



I really enjoyed 100%ing this!  The way that the edges of ceilings launched you away as you hit them was very well communicated with the graphics and felt very smooth and intuitive.  The frog itself was cute and appealing to look at, and while playing I never found myself bored or frustrated, which is a very fine line to walk!  Well done!  :)

I absolutely loved the flappy lil arm animation that the frog does when it's in the air :)

Really fun game, quite polished for three hours, and there was a lot of variety in the level design!  Well done!

I didn't run into any playability issues on a 1920x1200 monitor, and I thought this was a really clever puzzley game!

The only issue that I ran into was that I would sometimes try to make movements too quickly for the game, and end up not having any frog selected after clicking on the frog I just moved.  It felt like there was some sort of cooldown timer after moving where you couldn't reselect the same frog again, but it didn't feel intuitively communicated (especially because the UI was still showing the frog's range as I hovered over it).

That was the only point of friction I ran into though, and I really loved the tension of trying to sneak an extra frog into a tight space, then realizing that you've created a cascading problem pushing them all apart.  Once it clicked that I could use that cascade to my advantage (to consolidate smaller gaps together), I got really into the frog stacking.

Sadly, I only maxed out at 84 croakiness, but I had a very good time doing it :)

This was cute!  I love the lil frog and the various lil critters :)

My only real feedback is that the camera felt a little bit motion sickness-inducing.  I don't think that the lerping helped smooth things out, because it never had the continuous motion it needs to run smoothly - It instead felt like the camera was lagging behind as it accelerated up to speed, then overshot the end of the movement because it kept running after you had stopped, which was a little disorienting

Overall though, I liked it!  :)

I really liked this!  The difficulty curve was intense at the beginning, but once I got a feel for the controls, it was a ton of fun flinging myself around.  My only critique I can offer is that the area near the end with a lot of rapidly moving small platforms became extremely disorienting, due to the speed at which they moved, and the fact that there was no background meant that it was impossible to distinguish between whether or not the platform you were attached to was moving, or the platform you were trying to jump towards was moving.  I had a lot of failed jumps where I let go, and the platform I thought I was about to click on seemingly abruptly changed directions, because what I thought was its path was actually the path of the platform I was attached to.

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For disclosure, I accidentally left in the jump sounds from a previous jam game that I cannibalized into Frog in a Well.  As part of that, I also recycled the environment graphics from that game (https://ild-games-llc.itch.io/octrobat)