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yaragg

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A member registered Sep 14, 2019 · View creator page →

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You're right to be proud of the 3D section, it was really nice to navigate and look around at all the decoration! I especially liked the console sitting by the screen. I kept expecting something scary to happen, I was lowkey glad it didn't lol. 

For the 2D section, I expected Space to be the jump button rather than the Up key but that's a minor nitpick. I really appreciate that when you fall off you respawn on the nearest ledge rather than needing to redo the whole section, especially because I kept dying right at the same spot (I think it was on me rather than it being too difficult, I just had a brain fart). Felt the absence of an exit button on the victory screen rather than needing to manually close the game. Overall it was a great job for a solo dev!

Game needs a "significant brain usage required" disclaimer, lol! My 1AM brain really appreciated the skip function so I could look at all the mechanics, as well as the undo/redo features to avoid having to restart the whole puzzle because of a bad move. Adorable game, the art direction and aesthetics are super fitting <3 The way each critter is slowly introduced with its own movement pattern (and pushing pattern, it looks like?) also keeps things feeling fresh all the way. It did get a little confusing for me at times when there were two dogs in the first set of puzzles or when control switched to one of the sheep because I didn't know which critter I was playing until I moved, but overall it felt like a very polished experience. Great job!

Cute frogs! I loved their faces with that dorky lil smile. Like TomatoToaster said, great job working in the frog theme and making it feel like a "frog thing" if that makes sense. 

I struggled a bit with the tutorial in the sense that I didn't understand right off the bat that the armor had to be removed before hitting HP, I thought it was more of a "if it has armor use a wizard to target their health, if not use a ninja" deal (but that might be on me for misreading instructions). Once I realized how it worked, I wanted to reorganize my frogs but couldn't move them—a "remove frog" or "swap frogs" mechanic would be cool here. I still won that round (kind of missed having a replay button after the victory message, lol) and my second run went much more smoothly now that I knew to place the wizards first :)

To prevent an easy solution like "put 4 wizards first then 4 ninjas", maybe you could have enemies that have higher armor than usual but very little health so that you'd need more wizards, or enemies that regenerate armor so the player needs to mix wizards and ninjas instead of always keeping them separate. For the debris, because there was no real need to clear them during the game I filled out my board with frogs first and forgot I had to clear the debris strategically only cleared them after I no longer needed to spend flies on frogs. Maybe some kind of pressure on the player (time pressure? Tadpoles getting antsy?) could change that and force the player to make choices to add depth?