I would call my playthrough "How NOT to cross the street". This was a really fun game! Everything was smooth, snappy, and responsive. I felt compelled to get as far as I could after finding the right button in the room with a whole bunch - reminded me of one of those "impossible" flash games you'd find on Newgrounds. Great work, guys!
That was fun, you should make it explicit that mouse sensitivity can be changed in the control description above.
I don't think movement is normalized, so I was able to make a lot more doors by pressing 2 directions at once, really fun once you get going through that maze!
Fun and hard game! It's really impressive how you two were able to make all of the different levels and cleverly share assets/mechanics across them, yet still each one was fresh. Great work!
Really fun! It make me nervous, but in a good way. I think something that pump up is the default sensivity to make it better, and maybe has a certain amount of times to dash, to speed up a little in some cases, because only walk is weak
I beat it! Wasn't too hard, but some levels like the cars were kind of annoying. I dislike the logs at first, but kind of started to enjoy the platforming by the end! The black and white platform level was probably the best and most creative, and I wish there were more like it
@danker-dev We may need to look more into mouse sensitivity as it depends a lot on the user's settings and hard to get right by default. If we had more time I think we would have explored some different kinds of movement options.
@mopifish There were definitely things to improve on those levels, and we would have added more levels like the black and white platform level if we had more time.
The mouse sensitivity was rather high. Other than that, I like the idea. I was always at the edge of my seat wondering if I'd make it to the next room or not.
I like the idea and the look of it. Makes it feel a bit liminal.
Feedback: The coursor ends up not aligning with the dot in the middle and the camera speed is a bit out of whack making it ridicolously hard to aim for the red button. It also goes all over the place if you bump into the pole. Couldn't make it past the 4th stage xD
I really liked the unexpected different gameplay sections. I was pleasantly surprised when the frogger levels appeared. I made it to the end but I kept trying to get through that last door thinking maybe you added some secret or something but I think it is impossible like you are implying... 😄
Holy crap, the 'Behind you' level might be the greatest challenge of my life. Huge dopamine burst for finishing that one!
I'm a huge fan of Frogger, so I was thrilled to see the inspired levels. I did find it a bit odd that the player doesn't move with the logs. It increased the challenge, but it felt unintuitive. I think if you want the player to expect they won't stick to the platform, you might be able to give it an icy texture or something to communicate that before the player commits to the jump.
Wow what a challenge this game was! I spent a long time on the road crossing level trying to time it well but I was on a countdown clock. Talk about nail biting.
Those green cars really got me.
I like the variety in the levels and that platform level will haunt my dreams.
- The doors close 1 second after the timer reached 0, is that intentional? - At one level I experienced a way to cheat; ot was the one with lots of fake buttons. After the door closed, I could wander around and read the descriptions of the buttons one by one, so I had an advantage the next time I played
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I don't think movement is normalized, so I was able to make a lot more doors by pressing 2 directions at once, really fun once you get going through that maze!
Update: I think I beat the game:
@mopifish There were definitely things to improve on those levels, and we would have added more levels like the black and white platform level if we had more time.
Feedback: The coursor ends up not aligning with the dot in the middle and the camera speed is a bit out of whack making it ridicolously hard to aim for the red button. It also goes all over the place if you bump into the pole. Couldn't make it past the 4th stage xD
I'm a huge fan of Frogger, so I was thrilled to see the inspired levels. I did find it a bit odd that the player doesn't move with the logs. It increased the challenge, but it felt unintuitive. I think if you want the player to expect they won't stick to the platform, you might be able to give it an icy texture or something to communicate that before the player commits to the jump.
I had a lot of fun!
Those green cars really got me.
I like the variety in the levels and that platform level will haunt my dreams.
Nice work!
- The doors close 1 second after the timer reached 0, is that intentional?
- At one level I experienced a way to cheat; ot was the one with lots of fake buttons. After the door closed, I could wander around and read the descriptions of the buttons one by one, so I had an advantage the next time I played