St. Harold the Devout by bwalter

At last, the long awaited spiritual successor to St. Eugene the Resolute. Help this devout frog on an unrelenting quest to reach his frogwife.
| Link | https://bwalter.itch.io/st-harold |
| Link | https://bwalter.itch.io/st-harold |
| Original URL | https://ldjam.com/events/ludum-dare/57/st-harold-the-devout |
Ratings
| Overall | 494th | 3.475⭐ | 22🧑⚖️ |
| Fun | 384th | 3.45⭐ | 22🧑⚖️ |
| Innovation | 183th | 3.725⭐ | 22🧑⚖️ |
| Theme | 726th | 3⭐ | 22🧑⚖️ |
| Graphics | 548th | 3.425⭐ | 22🧑⚖️ |
| Audio | 440th | 3.158⭐ | 21🧑⚖️ |
| Humor | 226th | 3.389⭐ | 20🧑⚖️ |
| Mood | 642th | 3.211⭐ | 21🧑⚖️ |
| Given | 10🗳️ | 0🗨️ |
i like the art alot and it felt good.
loved it!
Having to always remove the limbs manually was a bit cumbersome tough, I think it would be better if the limb that has been out the longest would be used when all four limbs are out.
I also got a "uh oh" screen when trying to get past the mushroom. Are you not allowed to touch it or is that a bug?
I really only have two bits of negative feedback:
- Sometimes with two limbs you could get in a tug-o-war, making it hard to accurately control anything.
- Resetting completely on hitting an obstacle is *very* punishing. A checkpoint system would have been a big help.
I really like the character art, atmosphere, and little frog and water sounds.
Had fun playing it, great work! <3
If I've misunderstood something obvious/essential, please let me know and I'll give this another try. I really wanted to like it.
Side note: it's interesting to see a GMS1 game. I didn't know there were still people actively using that engine. I got into using GameMaker around the time GMS1 was officially sunset, so writing GML without proper functions and structs feels somewhat like pulling teeth for me, but I know some people are used to that older workflow.
The limbs go in this order: tongue, arms, legs. Since the tongue is the longest and also holds on to walls the longest, it is often beneficial to attach the rest of your limbs, detatch the tongue, and throw it to make more progress.
Hope this helps explain that :)
Nonetheless, it's unique game which its own challenges.
I was able to realise pretty early on that things can be detached at will by pressing on their individual timers, which adds some welcome course correction and strategy to what would have otherwise been a rather uneventful climb. Could have benefited from a check-point system, though a few comments have already expressed that sentiment. Otherwise, a very solid entry all around.
Thanks for the game!