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PlazmaDolphin

11
Posts
4
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1
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A member registered Apr 11, 2025 · View creator page →

Creator of

Recent community posts

originally every character had a collider on them that pushed other units out of the way (a side effect of NavMesh), but that behaved unreliably, so I just disabled it without a replacement :/ Whoops!

I can never look at Z the same way again...

the AI only knows the current state of the board, not what moves you plan (just as you don't know what moves its planning) (right now it only pathfinds toward a random player)
if you can predict the AI you can win pretty consistently, which is why im trying to make it more random

In terms of gameplay, i appreciate the stealth mechanic, but not so much the collectathon aspect. Some 'teardrops' (or whatever those are) can't all be collected (unless they just serve as a trail), and it would make more sense to have a fewer amount of key items to collect, scattered in hard-to-reach places

Yeah, I wanted to make it hard enough to motivate players to play multiple times; its also why I made a long stretch of water at the end, just to drive the suspense. Glad you liked it :D

I put 6 UFOs in series and watched in horror as the movie would literally never end. I calculated that playing the recursive scenes would take over 30 minutes and get me to the 64-bit integer limit. Wish there was a fast-forward / skip button

NICE 3D take on Frogger, but I dont really like the auto-walk; it tends to put you in unwinnable situations. If you want the player forced forward, try adding a threat behind them so that they have control

How the hell did you make it so good ??? Are you a genie ???

Anyway, small tweak: make it so if you hold down a direction, froggy keeps going. It was a bit annoying having to press it every time. 

Maybe also telegraph the mushroom better. Could have a path blocked by mushroom instead of open area

Also thanks for reviewing everyone's game, you are the heart of the community

Energy bar is used on both jump and swim actions. Croaking (Right-click) will refill the bar. Hold down right-click for maximum croaking efficiency!

The art here is great, but the complexity is pretty barebones. Also the frog counter does not reset between runs.

(1 edit)

You forgot to re-enable cursor visibility upon death, so navigating the title screen after dying is super hard

Also having to look all the way down to see if frog red makes getting anywhere pretty annoying. Nice concept though!