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watada

6
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1
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A member registered Dec 07, 2025 · View creator page →

Creator of

Recent community posts

Thank you! Since the theme itself could easily become too cruel or disturbing, I deliberately tried to avoid overly graphic depictions, so I’m really happy to hear you liked the aesthetic.

One of my design choices was making the workers look more like LEGO-style minifigure silhouettes, so that hitting them wouldn’t feel more disturbing or guilt-inducing than necessary. I wanted players to enjoy it as a lighthearted game experience.

I’m sorry for the inconvenience.

This game supports keyboard controls only and accepts just four keys: the A key, D key, Left Arrow key, and Right Arrow key. (Sorry for the unclear instructions.) Could you please try pressing any of those four keys?

(It would have been fairly easy to support mouse and touch controls as well, but unfortunately I ran out of time this time around.)

Thank you for playing the game, and I’m really happy that you enjoyed it.

Actually, this idea originally came from one of the theme candidates for #370 (“Guilty or Not”), but it wasn’t selected at the time. I’m relieved that I finally managed to turn it into a real game this round.

Originally, I wanted to make the collision action much more dramatic and even introduce height differences into the tracks, but the development time went far beyond the 3-hour limit, so I had to give up on those ideas.

Still, I’m satisfied that I was able to capture the sense of speed and the energetic music I had envisioned.

First of all, thank you for playing, and congratulations on clearing the game!

I really appreciate your thoughtful feedback—it’s very insightful, and I can relate to all of your points.

The frequency and speed of the frogs’ tongues are currently randomized within a certain range (with the frequency increasing over time), but I didn’t have enough time to properly tune the difficulty. As a result, there are some inconsistencies, which I recognize as an issue. There were probably moments where the attacks felt unfair—such as long gaps with no attacks, or suddenly very fast tongues appearing.

Relying too much on randomness makes the game less interesting, so I’d like to adjust the balance after the rating period to make it feel more skill-based and allow players to better sense their own improvement.

I believe this game still has room to become more engaging with better tuning.

Thanks for playing and for the feedback! I’m glad you liked the visuals. Mobile support was something I really wanted to include, but it seems to have made the game a bit easier than intended. I didn’t have enough time to fully tune the difficulty, but I’ll definitely look into improving it!

Thank you so much! I’m glad you liked it!