very lovely game. quite feature rich. biggest down side for was: too much reading. big pixel font worsens it second downside: screen shake was too much.
third: frog is floaty. has too much momentum. was not fun for me to control
Thanks so much for playing! I can try to address some of your issues in a patch at some point.
Just so its clear to me where to look, where was the text too much to read? was is the tutorial, inventory, etc? I can also look into a settings menu with a slider for camera shake to help with that issue for you.
Its a really cool game! It reminds me stardew valley gameplay in the mines looking for ores and the exit, but combined with bullet hell, such a nice twist! I like the art style, simple but polished. And the tutorial is well done. Its a great feedback effect when you hit near the exit. A very goood job!
I will now do my duty as a funny player of games "TRY THE M KEY, EVERYONE!" hehehe
Suggestions for improvement: - Make the player dig treasure in the tutorial, it took a couple dives for me or my friend to figure out that it wasn't a visual effect
- Crabs get stuck in walls sometimes
- Implement stacking effects for the relic items so that having multiple makes you more powerful
- Make the quotas scale slightly faster to encourage players to explore deeper a little sooner
- Make that M button its own mode in a full release--like a zen mode for chilling out and practicing. My time using it was very fun. (P.S. your quota check does not check for negative numbers and I was able to live on indefinitely, since you can press M in town!)
Thank you for playing! I wish I saw this comment earlier LOL. The M key was my debug button and I forgot to take it out lol. Enjoy the forbidden knowledge!
Thanks for the suggestions, the deeper feedback is awesome. I've addressed a lot of these in V1.1 that will be coming out real soon (maybe even today!)
- I redid the tutorial, and I added a more detailed section about buried treasures so hopefully that helps!
- Yes, crabs are horribly buggy. I'll see if I can get them fixed.
- Stacking powerups would obliterate current game balance, but that is a great suggestion for a sequel I might do eventually. Increasing the risk of a delve is always good.
- I've adjusted quotas in V1.1, currently they are nearly triple what they are in the jam build. I was worried about it being too punishing, so I nerfed it hard before the deadline.
- I like that idea for the Zen Mode! The game was initially planned to have you extract at anytime, but didn't make the deadline. Again, maybe the sequel :). And I did fix that issue with the quotas!
Wow! This feels like this was made in WAAY more than 9 days. Some people fall victim to scope creep, but this time, scope creep fell victim to you lmaooooo
The tutorial was actually so good! I just wish it was a little bit more interactive towards the end. I was a little less concentrated towards the end because I was goofing around and testing the movement whil the text appeared. I suggest adding some hidden treasure to the tutorial island. This is the only game with an actual interactive tutorial I've seen other than my game, nice to see people putting effort into this.
The music and the art were both stunning. Also, the title "Frog Dig" makes me think of that one Steam game where a frog digs too deep on the beach, "You Have to Climb Out". It has nothing to do with this game but you're playing as a frog... IS THAT AN INFLAFROG REFERENCE???
Thanks so much for playing! Scope creep still a battle in this! It ALWAYS gets you!!
Yeah I did the tutorial last, and didn't know how to best convey all that information to the player. I've fixed this in a V1.1 build coming real soon. AND I added a section about buried treasure, so hopefully that helps :) Interactive tutorials are best! Your tutorial (and game) was awesome!
I've never heard of that game before, but looking it up that totally makes sense lol.
And maybe INFLAFROG REFERENCE ME?! DID YOU EVER THINK OF THAT?!
loved the style of the game. I could really see this game fully fleshed out selling well. Reminds me of arcade games and i want to put another quarter in. You have something here if you want to continue development!
thank you so much! Happy to know you had fun! I have some ideas for a post jam patch, and a few ideas for new features, its definitely something I would be interested in playing more with :)
It's fun! But I can't play with arrow keys for the life of me 😅. The tutorial did take too long in my opinion. But the gameplay itself is very fun, it's very nice only having to avoid things
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ouch
2634$ lost :(
very lovely game. quite feature rich.
biggest down side for was: too much reading. big pixel font worsens it
second downside: screen shake was too much.
third: frog is floaty. has too much momentum. was not fun for me to control
Thanks so much for playing! I can try to address some of your issues in a patch at some point.
Just so its clear to me where to look, where was the text too much to read? was is the tutorial, inventory, etc? I can also look into a settings menu with a slider for camera shake to help with that issue for you.
Its a really cool game! It reminds me stardew valley gameplay in the mines looking for ores and the exit, but combined with bullet hell, such a nice twist! I like the art style, simple but polished. And the tutorial is well done. Its a great feedback effect when you hit near the exit. A very goood job!
Thank you so much for playing! I really appreciate the comments. I never considered the Stardew mines comparison, I take that as a honor lol!
As a game jam project, this is incredible.
I will now do my duty as a funny player of games
"TRY THE M KEY, EVERYONE!"
hehehe
Suggestions for improvement:
- Make the player dig treasure in the tutorial, it took a couple dives for me or my friend to figure out that it wasn't a visual effect
- Crabs get stuck in walls sometimes
- Implement stacking effects for the relic items so that having multiple makes you more powerful
- Make the quotas scale slightly faster to encourage players to explore deeper a little sooner
- Make that M button its own mode in a full release--like a zen mode for chilling out and practicing. My time using it was very fun. (P.S. your quota check does not check for negative numbers and I was able to live on indefinitely, since you can press M in town!)
M key is goated
You found the forgotten debug button! Guard this knowledge closely!
(P.S. Thanks for playing!)
Thank you for playing! I wish I saw this comment earlier LOL. The M key was my debug button and I forgot to take it out lol. Enjoy the forbidden knowledge!
Thanks for the suggestions, the deeper feedback is awesome. I've addressed a lot of these in V1.1 that will be coming out real soon (maybe even today!)
- I redid the tutorial, and I added a more detailed section about buried treasures so hopefully that helps!
- Yes, crabs are horribly buggy. I'll see if I can get them fixed.
- Stacking powerups would obliterate current game balance, but that is a great suggestion for a sequel I might do eventually. Increasing the risk of a delve is always good.
- I've adjusted quotas in V1.1, currently they are nearly triple what they are in the jam build. I was worried about it being too punishing, so I nerfed it hard before the deadline.
- I like that idea for the Zen Mode! The game was initially planned to have you extract at anytime, but didn't make the deadline. Again, maybe the sequel :). And I did fix that issue with the quotas!
Wow! This feels like this was made in WAAY more than 9 days. Some people fall victim to scope creep, but this time, scope creep fell victim to you lmaooooo
The tutorial was actually so good! I just wish it was a little bit more interactive towards the end. I was a little less concentrated towards the end because I was goofing around and testing the movement whil the text appeared. I suggest adding some hidden treasure to the tutorial island. This is the only game with an actual interactive tutorial I've seen other than my game, nice to see people putting effort into this.
The music and the art were both stunning. Also, the title "Frog Dig" makes me think of that one Steam game where a frog digs too deep on the beach, "You Have to Climb Out". It has nothing to do with this game but you're playing as a frog... IS THAT AN INFLAFROG REFERENCE???
Thanks so much for playing! Scope creep still a battle in this! It ALWAYS gets you!!
Yeah I did the tutorial last, and didn't know how to best convey all that information to the player. I've fixed this in a V1.1 build coming real soon. AND I added a section about buried treasure, so hopefully that helps :) Interactive tutorials are best! Your tutorial (and game) was awesome!
I've never heard of that game before, but looking it up that totally makes sense lol.
And maybe INFLAFROG REFERENCE ME?! DID YOU EVER THINK OF THAT?!
Mind blown, Inflafrog predicted Frog Dig 🤯
loved the style of the game. I could really see this game fully fleshed out selling well. Reminds me of arcade games and i want to put another quarter in. You have something here if you want to continue development!
thank you so much! Happy to know you had fun! I have some ideas for a post jam patch, and a few ideas for new features, its definitely something I would be interested in playing more with :)
I’d pay money to play a full polished version of this game. Wasd and mouse would be nice to add XD
It's fun! But I can't play with arrow keys for the life of me 😅. The tutorial did take too long in my opinion. But the gameplay itself is very fun, it's very nice only having to avoid things
Thank you so much for playing! Means a lot!