vimlark 2018-12-04 06:45
Very cute and becomes kinda zen like for a while. But look away and things go crazy.
Foon → Ludum Dare Explorer → LD43 → Garden of Frogs
By jotson
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 229 | 3.45 | 26 | |
| Fun | 359 | 2.93 | 26 | |
| Innovation | 166 | 3.39 | 26 | |
| Theme | 209 | 3.58 | 26 | |
| Graphics | 102 | 3.81 | 26 | |
| Audio | 59 | 3.72 | 26 | |
| Humor | 56 | 3.59 | 24 | |
| Mood | 147 | 3.43 | 26 |
Very cute and becomes kinda zen like for a while. But look away and things go crazy.
A bit too easy, so the game end-up being a bit long and repetitive. But it looks good ! The forgs are cuuuute :smiley_cat:
Cute art style I loved the simplistic gameplay awesome.
Congratulations! Interesting gameplay. It would work well as mobile. Good job with programming =]
One of best game mechanics i've played so far in LD43, simple and clever! Game is funny and the frogs are very cute. Congratulations, nice entry
Nice game, well put together, could almost ship as is for mobile :). Maybe if you add more enemies, some upgrades etc.
Gameplay is repetitive and bit boring! But omg graphics,sound and the idea are so awesome !!
I like the idea of lying frogs! :laughing: The gameplay on PC is definitely not so fun as on mobiles. Also graphics is very cute, especially I like frog's face when it falling down :smile:
Very nice art style & animations, well done. Game felt overall very polished and nice, nice touches on details here and there.
When I first started playing I fed _all_ the frogs, and quickly realized how this game wondefully fulfills the sacrifice-theme. RIP frogs. After the realization that it's very much not good to have many frogs, I quickly met the flaw of the game.
At Time: 300 I gave up.
The optimal gameplay (having 1-2 frogs eating and ~~killing~~ sacrificing the rest) is a very contradictory to what you would _want_ to do, or what is intuitive with a game like this; the challenge is to not get over-populated based on your resources, but there is on punishment for having few frogs.
The main incentive in the game seems to be "time", there is no point mechanic connected to skillfully managing having a lot of frogs, which is what I would've liked to see here. Something like setting a time-limit on the game (let's say 3 minutes) and for every second a frog is alive it yields 1 point. This gives the player an incentive to manage a large frog population, balancing on the edge between getting a lot of points & losing. Adding an ingame highscore would probably have me playing the rest of the evening, trying to get #1 on that highscore.
The art style is absolutely adorable, beautifully done. The gameplay is interesting in concept, needing to balance the number of frogs with the number of fruit on the tree, but does get a little repetitive when played on a computer. As many other commenters have pointed out, it would definitely work a lot better on mobile. The audio is very well put together too, a brilliant calm and relaxing backing track to your game. What I am most curious about however, is how you came up with the idea. Asexual frogs that need to grow balloons in order to gather fruit from trees? Marvelous idea, if a little bonkers! Fantastic job though!
nice to see another godot game -- really fun game and i agree with the others that this would be great on mobile -- thanks for making this
Thanks for the feedback!
Very original concept! Art and music are great too. I think the game suffers from a lack of concrete challenge. Adding more elements could make it more interesting. Like, have a goal to maximise colony size within a time limit, have different types of frogs or frog evolution, have a tree growth factor (for example, it grows more fruit when there are a lot of leaves and no fruit).
As mentioned above, the game is super cute - the visuals are nice and the music is even better. The core gameplay loop is a cool idea, it just needs a tad more depth. Add more depth (frog and fruit variants etc), balance the growth rate and I could see myself playing for a lot longer. In any case, it's a cool, nicely polished entry, especially for a compo. BTW. my max count was 50.
Quite a pretty game. The wiggly little animations ooze style and the audio is pretty pleasant to boot.
It does seem a bit difficult to lose naturally. I found I could preserve just a small section of the tree to keep the game going indefinitely. As a few others have mentioned, I think a time limit might be the ticket. Something to push the player take more risks rather than let the tree produce fruit and slowly build frogs before going for one big doubling session would help add a bit of tension to the experience. Without a sense of pressure, I felt the only way the game would end is when I was satisfied with my high score and chose to end it myself.
I think what is nice about adding a time limit is it opens the door to adding new stages. With new stages can come new mechanics! Population goals for each stage? Maybe fruit can start rotting on the tree, making frogs sick? Perhaps the seasons change and there are fewer leaves to work with? Maybe there are predatory snakes hiding in the tree's leaves to shoo away? Something to think about if you're continuing with the development of this game, perhaps.
I rather like the click to pop mechanic. The game is pretty fun given that core mechanic alone. I could easily see this game becoming even more fun with a few constraints, destabilizing elements, and goals.
Good job on this one! It looks fantastic, it has a simple and satisfying core mechanic, and it's got plenty of potential to grow into an addicting tapper game!
*Frogs use balloons to fly and eat apples to duplicate...* Must have been quite the brainstorming session!
Very pleasant graphics, neat animations. The music is competent, but a tad too cutesy for my liking.
Got 68 frogs after a few tries. Some management until about 45 frogs, then let them eat everything and fill the land! *For a moment.* Such a peak number can be achieved rather easily and even accidentally, neither of which feels very good to pull off.
The goal could be about keeping both the frog population and the apple amount at a certain level for set amount of time. Alternatively, add some obstacles and such into the air-space; frogs go splat, should be humorous enough.
Constant clicking is annoying. It should be possible to hold down the mouse button to keep popping balloons.
Strange, but functional. Funny, but not fun.
Overall: *Above average (3.5)* Fun: *Terrible (1.5)* Innovation: *Above average (3.5)* Theme: *Average (3.0)* Graphics: *Good (4.0)* Audio: *Above average (3.5)* Humor: *Good (4.0)* Mood: *Above average (3.5)*
Pretty good entry, I'd suggest focusing on some game design elements that would give the player motivation, and more visual feedback so we automatically know what to do instead of reading instructions.
A pretty cute game, but there's no real goal to strive for. Surviving is easy by just leaving a narrow corridor under a leaf safe from frogies and getting a lot of frogs is just a matter of leaving them alone.
The frogs were really cute. I really didn't understand the connection between the fruit and leaves, and how popping the balloons factored into it. I got to 63 frogs before running out of leaves.
Really enjoyed the look and feel of this game. The core mechanics were good, although some additional things (weather, maybe?) would have helped to spice up the gameplay. Fun!