Garden of Frogs by jotson

DOWNLOAD ON ITCH.IO
Made with Godot Engine 3
Follow me on Twitter: @yafd
INSTRUCTIONS
Grow your colony of frogs by allowing them to eat fruits and leaves. Frogs create a clone when they eat.
Pop balloons by clicking them to stop your frogs from overeating. Frogs who don't eat will die. But sometimes, sacrifices must be made.
The tree will stop making fruit if it runs out of leaves.
The game ends if all of your frogs die or your tree runs out of leaves.
Try to make the biggest colony possible and survive the longest!
NOTES
There's a lot of interaction here re: the growth rate of leaves, berries, and frogs. I haven't done the math so I wouldn't expect it to be super balanced. If you've got suggestions or tips I'd love to hear them!
| HTML5 (web) | https://jotson.itch.io/garden-of-frogs |
| Source code | https://github.com/jotson/ld43 |
| Other (web) | https://www.youtube.com/watch?v=gZg6XfpWjM0&feature=youtu.be |
| Linux | https://jotson.itch.io/garden-of-frogs |
| Windows | https://jotson.itch.io/garden-of-frogs |
| macOS | https://jotson.itch.io/garden-of-frogs |
| Original URL | https://ldjam.com/events/ludum-dare/43/garden-of-frogs |
Ratings
| Overall | 229th | 3.458⭐ | 26🧑⚖️ |
| Fun | 359th | 2.938⭐ | 26🧑⚖️ |
| Innovation | 166th | 3.396⭐ | 26🧑⚖️ |
| Theme | 209th | 3.583⭐ | 26🧑⚖️ |
| Graphics | 102th | 3.813⭐ | 26🧑⚖️ |
| Audio | 59th | 3.729⭐ | 26🧑⚖️ |
| Humor | 56th | 3.591⭐ | 24🧑⚖️ |
| Mood | 147th | 3.438⭐ | 26🧑⚖️ |
| Given | 29🗳️ | 13🗨️ |
Interesting gameplay. It would work well as mobile. Good job with programming =]
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.
### Problem:
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.
### Solution:
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.
BTW. my max count was 50.
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!
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)*