Bullfrog Burnie by Logan_Core
Meet Burnie!
Help Burnie get through a variety of challenging floors and get him safely to the top
—–> PLAY IN BROWSER, CLICK HERE <—–.


Development Time lapse: https://youtu.be/5sKWRvYwBYo
Update 10-6-2023: Updated HTML5 version to fix bug where jump button would become unusable on occasion
| itch.io HTML5 | https://logancore.itch.io/bullfrog-bernie |
| Original URL | https://ldjam.com/events/ludum-dare/54/bullfrog-burnie |
Ratings
| Overall | 250th | 3.885⭐ | 41🧑⚖️ |
| Fun | 268th | 3.795⭐ | 41🧑⚖️ |
| Innovation | 478th | 3.462⭐ | 41🧑⚖️ |
| Theme | 449th | 3.808⭐ | 41🧑⚖️ |
| Graphics | 215th | 4.188⭐ | 42🧑⚖️ |
| Audio | 173th | 3.851⭐ | 39🧑⚖️ |
| Humor | 350th | 3.333⭐ | 32🧑⚖️ |
| Mood | 496th | 3.618⭐ | 36🧑⚖️ |
| Given | 73🗳️ | 60🗨️ |
Good work overall, it'd be cool to flesh this out and market it as a Jump King-esque thing to people who like those sorts of games.
I see that this is your first LD entry. Congratz!
One question: what engine did you use? :smile:
Great art and feedbacks.
I think you should put checkpoints on every level.
I rage quit on level 10 after 3 tries because of the chore of doing the previous level again.
Big up to the animations, closing levels is an amazing idea !
- Art, Music & SFX are great
- The game is really polished
- The frog movement is smooth and adds a layer of challenge
However, I think the game is a bit too difficult. Some jumps are really finicky, I even struggled at the tutorial where I needed to fall to the right then jump in the air... Maybe I just suck at jump challenges though 🤣
Honestly I got frustrated and gave up pretty quickly, but I do appreciate how well-made the game is. Congrats!
I eventually gave up because I felt the checkpoints were a bit brutal for having me re-do difficult stages. Another nit-pick I have is that many rooms felt kind of random, or without an identity.
Audio and visuals were great! Great job overall!
PS. I love the time-lapse, thanks for sharing!
This struck me as one of those "controls are purposefully difficult" type games that worked well for the most part. The Tutorial level was a good way to let me learn the controls before the chaos started.
The only thing that frustrated me (and not in a good way like the controls) was the disappearing blocks. I liked the transition warning that I get with the three flashes, but because the blocks transition graphically it wasn't clear to me when I could jump on them and when I would fall through. I found that I was always trying to land on them early when jumping off. Something like a sound to transition between safe and not safe would have worked, or maybe just a clean appearing/disappearing would help with that.
Also a button press to restart from the last checkpoint would have been great. Save a little frustration of making it almost to the top and then falling all the way back down and having to go jump into the spikes :smile:
Btw, I may have found a bug in the game, I does a few times and once on lvl 8 after a time I died, I couldn't jump anymore.
SFX, music, controls, level design and graphics overall are flawless, gg mate
At first, I struggled a lot with level 2 but the moment I started writing in my notes to complain about it, I got past it and made it up to level 13. My biggest issue is that with the interesting movement controls, I feel like this game would have benefitted a lot more from being an adventure-platformer, without the chaotic tower-climbing aspect. The controls are quite difficult to get used to - even with the tutorial, you still don't get the full extent of how the physics or angle of jumping works, which made level 2 so difficult to deal with.
I know the wall-closing part is how the theme is integrated; it just doesn't feel like it goes that well together with the jumping controls, especially with the fall-jump mechanic which was difficult to get used to even in the tutorial. There's a lot of nuances that can be further fleshed out in an adventure-platformer to give the player a better sense of the controls and their quirks, then have the spiked wall levels either be interspersed with those regular levels or their own challenge entirely.
I will echo the sentiment I read above about the disappearing blocks. Their signal when they disappear is too subtle, both in visuals and lack of sound cue. I also was curious about the use of the spacebar. It was mentioned in the tutorial but when I pressed it (in the web version), it didn't do anything.
Overall, this is a cute entry with some difficult platforming because of the controls. I appreciate the volume slider and the interspersed checkpoints, though I do wonder why the checkpoints couldn't be after every level since not having them at level 2 and then dying gives the impression that you always start over from the very beginning once you die, which is just not true later on.