Frōgen Frone

Frōgen Frone

  • bitDecayGames
  • 7 months ago
  • 36th

Description

You've fallen, but from where? Do the thing Froge knows how to do. Ascend. Climb back to where you came from -- to the Frōgen Frone.

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  • Fachewachewa

    You can kinda fly by going left and right at the same time? I don't know if it's intended. You can also climb some walls by going against them, but you can't on others. But when it works, this feels really good to play!

    One other thing I noted is the 3rd (I think) level transition, when going to the right, if you're going fast you get right into spiked that you couldn't have predicted on the previous screen. This was a really cheap death.

  • Kwisarts
    Kwisarts Kwisarts Level 49

    Interesting gameplay!

    Mixels in the main menu: The title is one resolution, buttons and frog another, and the text is yet another resolution. Avoid mixing pixel resolutions

    Bug: I got stuck when using the grappling hook as the player just got in the screen below. When it went back to the screen down, the frog was inside a wall and it was impossible to move. Also happens when simply hooking on an above screen and getting back to the previous screen while hooking: you spawn on a wall, thus get stuck. Makes it difficult to manoeuvre around

    Feels so weird to only moving using the grappling hook! But I could get used to that. The hook itself was kind of interesting to use but was a bit... unexpected? shoots slow, doesn't make swings easy, sometimes unpredictably slide through walls and gravity seems oddly... spacial, but it makes some sense, considering the background is space :p It's hard to figure out what movement you're supposed to hit once you're grappled. Like, when you're hooked somewhere, sometimes hiting right doesn't do anything, or sends you flying upwards. It feels inconsistent, so I assume it's in relation to the hook spot and the frog. Suggestion: right should always swings you right, left swings left. And maybe up could serve to reel in the hook? that way you can climb in a more predictable way.

    Takes some time to get used to but it's kind of fun when you get the hang of it (get it?)

    Screens (/levels) don't feel like they connect. On the first screen, when I propel myself upward on the left and arrive on the next screen, somehow there is a platform below my feet despite not meeting it before. Like, I went through it by changing screen.

    Level design seems a bit random: the walls are placed in such a way that it makes moving a bit... weird. Like, you gotta do specific moves to move forward, and these don't feel very intended. Weird level mechanics should be kept for way later, but i'm guessing it's a bit difficult in 48 hours. I'd suggest making really simple first levels. Like, really really simple. That would help with the difficulty curve, that in this case is peaking quite quickly (since the first level). Like, the first time there is an hazard, it should be simple to avoid. (because of the way the grappling hook works, i've been sent to them many times without wanting to go there at all)

    But the game looks cute and I like that there is a cute little ending that cycles back to the main menu! I also like the idea of a frog in a frozen place.

  • Patrick
    Patrick Patrick Level 8

    I love it! I have no idea how that rope is programmed but it was very neat. Neat entry!

  • kbjwes77
    kbjwes77 kbjwes77 Level 14

    I got my crown! Loved the cutscene at the end and the liveliness of the main menu! Game has lots of character for such a small package, really well done there. Mechanics were a little odd but satisfying once mastered!

  • Tero Hannula

    Okay the physics were quite funky, I get past couple of screens and eventually go to the right, but my swing dove too low and went to screen below without rope connecting to anything, and then kept falling in abyss until got screen without frog :( Maybe somekind of movement control also in the air while you are not connected? I liked the frog swing animation, but the spikes were bit too small and unnoticable at first. The rope was really thin when it was hooked, partly semipixels, wihch stung. More width to it. It was nice.

  • TobyMoby
    TobyMoby TobyMoby Level 15

    It was a bit hard to wrap my head around the mechanic at first, I think it needed some more refining. Once I kinda figured out how it works I got quite far and it was really rewarding to have the grappling hook mastered.

    I then ran into a bug I think, where I fell of the level and pressed R, which then teleported me to a strange island in the sky with no escape?

    Anyway, fun little game!

  • baku
    baku baku Level 40 Patron

    Short but sweet! The grappling mechanic felt solid, was good fun to swing around. Funny ending!

  • radethdart
    radethdart radethdart Level 9

    I feel like with some more levels and some things to avoid, this would have been a really fun game to waste time in! Simple, yet, I really enjoy the grapple and it feels fun to me! Great job!

    I did find a bug where if you fall off the level going down, you scroll through some levels that might have been fun to grapple around :)

  • Nyveon

    Great game, had lots of fun. Wish it were longer. Don't want to spoil for anyone who might be reading this and has not played it yet, so all I'll say about the ending is that it made me laugh.

  • WangleLine 🌸

    One art-based tip I can give is to avoid mixed pixel resolutons ("mixels") wherever possible. It looks cheap and a bit out of place when some pixels are larger than others for some reason!

    • MondayHopscotch MondayHopscotch
      Level 2
      Artist

      Which parts did you notice mixed pixels on? I actually thought we had scaled everything the same.

Post-mortem

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