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A member registered Feb 14, 2019 · View creator page →

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Absolute legend you must of been boosting at every possible opportunity. Sorry about the boost bug which is present but never got fixed. You did amazing though great job!

Wow that’s some incredible scores!!

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Things I liked:

  • Quaint/Cute background music which made the game feel cosy!
  • I liked the added mechanic of moving blockades with your tongue.
  • Great UI buttons for accessibility.
  • Great solid pixel artwork and cute simple animations!
  • Solid level design.

Potential working points:

  • Stage 7-10 locked up after grabbing the bug, it never loaded the next level for me.
  • Cursor felt maybe a bit to big or cumbersome, maybe a slight bit smaller just my preference.
  • Level completed pop up is misspelt as “Level Complted!” (missing the letter)

Great job, Solid submission, could explore more mechanics but i really enjoyed some of the head scratching puzzles on 6-10 and 7-10.

(Kept the review short/sweet as being quirky with words on other reviews has led to false AI reporting lol)

Getting reported for sounding AI-generated makes sense given how I format/structure my recent reviews. What I wrote was genuine, I really did enjoy your game! 😊 Just me, my thoughts, and my experience, wrapped up in an unorthodox style and delivered with a bit of fun.

(1 edit)

Ah, stylish disorientation, creepy enemies, and a frog’s eye view of doom! Just what my lab needed.

What I Loved:

  • Frog vision was incredible. The movement, the mechanics, the disorientation, immersive and wild.
  • So much style! Enemies were freaky, sensory alerts amped up the tension, and I felt constantly watched. Perfect.

Areas for Experimental Refinement:

  • The Big Bug Booklet was charming, but a little more spacing could calm the visual soup.
  • Some guidance would be helpful. I wandered like a lost neuron in an empty skull.
  • he UI clash between razor-sharp assets and blurry, anti-aliased text felt odd—especially at full screen.

Conclusion: Visually wild, mechanically slick, and dripping with style. A few tweaks to UX and clarity, and this experiment will truly hop to life.

Frogs in the window… UI wheels spinning… crops dying in the night? Great potential!

What I Loved:

  • That UI wheel is a work of art! Gorgeous animations, smooth interactions, though the tiny text-on-circle combo? - really hard to read!
  • Tons of choices in the radial wheel, though not all of the options were obvious.
  • Spooky frog(?) lurking at night = 10/10 unsettling chaos. Is it haunting… or harvesting?
  • Music hit that creepy vintage vibe perfectly.
  • The thematic visuals and storytelling? Absolutely croak-core.

Frogs in the Ointment:

  • Quit button crashes the game, was this a cursed exit ritual?
  • UI and game window were miniscule. No fullscreen made me feel like I was squinting into a microscope.
  • Village buttons lacked clear descriptions.

Conclusion Styled and conceptually fun, but UI clarity and accessibility hold it back. Give it more polish, and this game could haunt screens every harvest season.

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Textured terror, sketchy UI, and high-speed wing flapping? My lab coat is flapping with excitement!

What I Loved:

  • Tardiiart’s visuals? Gritty, grungy, gorgeous. Loved the hand-drawn vibe and buttery-smooth animation.
  • ZapSplat’s sound design was haunting, like being chased by my own regrets (or a toad with teeth).
  • Controls, gravity, camera, all masterfully handled by givemeskeletons. The chase segments? Adrenaline in digital form!

Needed a Little Serum:

  • Died with 66 flies… and had to start over. My screams echoed through the lab. A checkpoint system would’ve been excellent.

Conclusion A beautiful, freaky, high-tension flight that feels handcrafted with love, doom, and flies. Add checkpoints, and it’s near perfect.

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Ah yes, romance, regret, and retinal blood loss, just how I like my fairy tales!

What I Loved:

  • Denying the frog a kiss and watching blood weep from its eyes? Unsettling perfection.
  • “Frog Kissing Fail Simulator” is a concept I didn’t know I needed.
  • Art was creepy and cute—my favorite duality!
  • Music started fun and innocent, then led me straight into the swampy abyss. Glorious!
  • Tried every ending—loved the variation. More dialogue paths would make this even juicier!

Ribbit Regrets:

  • Kissing = instant fail screen? I mean, fair, but maybe a bit more to chew on there would’ve been nice.

Conclusion: A weird, whimsical horror short with great vibes and twisted charm. More kissable horrors, please!

Nothing like a horror game from a frog’s POV to make me fear tires more than test tubes.

What I Loved:

  • Blood disclaimer? Expected, but classy!
  • Gorgeous main menu and that frog? Too cute to splatter.
  • Massive applause to Alois, Agustin, Karina & Alessandro, 4 minds, 1 beautifully doomed amphibian!
  • Transition to gameplay was buttery smooth, though a “Press Space” prompt would’ve helped my confused flippers for when the gameplay started!
  • Cars whizzing past at frog eye level? Terrifyingly effective. First time I laughed and screamed at ragdoll physics.

Froggy Friction:

  • Empty options menu? Best left in the lab bin.
  • EXE only hurts reach, WebGL would boost player count like a caffeine injection.

Conclusion: Stylish, strange, and surprisingly scary. With a couple accessibility tweaks this is a solid game!

Slide too fast, get trapped forever… sounds like my kind of cursed lab sim!

What I Loved:

  • Crisp pixel art, no mixel mutations detected! A miracle in modern times.
  • Ambient audio nailed the eerie, creeping dread.
  • Walk cycle was great, but overwhelmed by zoomy sliding. Either slow it down for drama or animate for speed!
  • Creepy enemy design? Deliciously unsettling. I’d clone it.

What Went Kaboom in the Wrong Way:

  • Got hard-locked by a red enemy blocking my path. Very “trapped in my own experiment” vibes.
  • That red floater seemed glitched—hovered like a confused intern.
  • Rock layering felt off—player in front killed the depth illusion. Behind might’ve worked better!
  • Loved the hiding mechanic, but lacked any context on buttons to know what to press.
  • Fog was solid, but mixing pixel and textured art broke cohesion. Maybe pixel-fog next time?
  • Slight parallax in the background would really juice up the depth without much effort.

Conclusion: An eerie, stylish little pixel horror with strong bones and a few rogue mutations. Tweak the fog, fix the locks, and this one’s ready for reanimation.

image.png (trapped by the red enemy)

I’m honered you think i managed my time :’D you will be suprised how much you achieve in 72 hours if you exclude sleep from the workflow lol! ~Thank you

Ah yes, I love a game that makes me question my morality mid-bloodbath!

What I Loved:

  • The game page was Clean, stylish, and oozing polish.
  • Music slapped harder than a lab rat with cymbals. Bravo, Egeltorp!
  • Shooting a frog and watching it detonate? 10/10 emotional damage.
  • Controls felt deliciously Megaman-esque—smooth and snappy.
  • The absurdity? Top-tier. I became… something, I’m still processing it.
  • Slow motion moments? Inject that directly into my gameplay veins!

Existential Crisis Wait… the frogs weren’t hostile? I’ve been committing frog war crimes this whole time?!

Conclusion Ridiculous, stylish, and unexpectedly deep in its moral disarray. A chaotic masterpiece.

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A ghost frog? Finally, someone’s experimenting correctly.

What I Loved:

  • Adorably spooky art!
  • Fun, fresh concept.
  • Ghost frog = spectral perfection.
  • Music? A certified banger. My ears danced off the table.

Room for Growth:

  • Downloads scare people, WebGL would summon far more test subjects.
  • Needed more visual juice, no feedback left me wondering if I was nailing it or flopping like a fish.
  • A song progress bar would soothe my anxious scientist soul.

Conclusion Vibes were immaculate. With more polish and a browser version, it could haunt the charts.

image.png

What I Loved:

  • Retro menu music, stayed on the screen just to jam.
  • That pulsating thing on the gun? Vile. Perfect!
  • Auto & manual reload? Chef’s kiss.
  • Shooting felt great—very Haloesque.
  • Secondary weapon? A farting tentacle. Disgusting genius!

Could Improve:

  • Difficulty spike hit like a truck—got cornered fast.
  • Big toads couldn’t aim up, felt more like target practice.

Conclusion: Gross, chaotic, and full of character. Just needs a tuning tweak.

Ah, a solo developer dares venture into the dark unknown? Delightful. Let us vivisect their work with a respectful nod and a scalpel of critique!

Positives:

Solo dev magic, I always admire lone alchemists chaos.

Music and sound? Exquisite! My ears danced like caffeinated lab rats.

Art style had that charming, sketchbook feel, scrappy but full of soul!

Frogs were fantastically designed. The shop frog? Looked like I definitely interrupted something awkward. Loved it.

Riddles were a great touch—some familiar, some fresh, all tickled the brain.

The unknown path forward kept me intrigued. Adventure through ambiguity—my favorite flavor.

Suggestions:

Battle music didn’t shift tone, some variety would enhance those dramatic frog showdowns.

Got snaked to death… because I forgot to buy a knife. A harsh lesson in capitalism and survival.

Conclusion: A mysterious, riddle-ridden frogventure with top-notch vibes and tunes. A few more musical layers and danger cues, and this could be a cult classic in the lab archives.

This bug-hunting, momentum-slinging fun!

What I Loved:

The art? Absolutely stunning. I stared so long I forgot to blink. Or breathe. Worth it.

Menu music tickled my nostalgia cortex—retro yet fresh, like synth-infused frogspawn.

Shoutout to Faop (image missing, presumed vaporized?) and Kvemon—stellar work!

Grapple felt buttery smooth, momentum was juicy. Lock-on system? Precise and satisfying.

“MASSACRE!” combo moment? Electrifying!

What Could Use a Zap:

Floor hazard wasn’t clear, I walked into danger like a blindfolded frog.

Some more traps or twitchy obstacles would spice things up (even without a life system).

Conclusion: A wild, charming, bug-devouring ballet with art that sings and mechanics that swing. Inject a few more dangers and it’s pure scientific chaos.

image.png

By thunder! This game had me sweating.

What I Loved:

That menu? Rain, ambiance, and a bopping logo—like a lullaby before the dissection.

Writing was snappy and sharp, no fluff, just flavorful!

Pixel art hit the GBA sweet spot. Colorful, detailed, perfectly restrained.

Interactive bits (like the window) gave it life. Frankenstein would be proud.

Sound? Minimal but creepily effective. I braced for jumpscares, and oh, did they come!

The ending? Deliciously unsettling.

Room for Enhancement:

Movement was a slog. Give me a jog button! I felt like a sedated frog on a rainy day.

Conclusion: A creepy-cute concoction of dread and charm. Would absolutely dissect again.

Super fun little boss fight with some great timing required. The dancing and weaving in and out of attacks is perfect and the difficultly ramp is perfect. I have seen you handle difficulty increases well before and this is no exception. Fantastic all round and challenging but fair. Great Job ilPrinni.

Great game and use of turn base units, having to carefull plan out how to effectively use each unit to move through the environment was super good. Would love to see more of this as I think its pretty interesting concept! great job!

image.png

Cute and simple typing game. Would have been nice to see a bit more but otherwise good job :)

This game is simple but gets surprisingly challenging, which keeps it fun. The hidden bonuses are a great touch! A larger game window and clearer goals would make it even better. Also, making sure required shapes always appear would help. Great job!

Apologies, I was tweaking the speeds/spawns in the final hours trying to get it just right and struggled to find a balance. I appreciate you comment though and glad you enjoyed it :)

I wasn’t expecting the horror vibe blended with the paper-style aesthetic in a 2.5D world—love that! The world-building is really well done. I did get stuck, though, because I couldn’t figure out the code. The paper was extremely hard to read, so I couldn’t make out what it said.

This game has so much personality! You nailed the environment and art, making it a super fun visual experience. The controls felt a bit floaty, but still totally manageable. Adding some checkpoints could be a cool touch since there’s a lot of exploring to do.

Awesome work really love the vibe on this one!

Oh wow, thank you so much for that comment, you have made my day :)

Check out this tool i made specifically for gamejams and coming up with new ideas.

https://jam.fmlad.com

I tried quite few times on this one, I think its got some good potential if you focus on a few areas to tighten up.

  • The jumps felt a bit floaty, Usually increase the gravity and the jump power for more weighty impactful jumps.
  • I got caught several times on walls and stuck to them, In unity you can apply a physics material with minimum friction which will help the mouse from sticking to the wall.
  • When jumping out of a high platform I got caught several times by the falling cheese, It felt a little cheap and unfair, maybe you can find a way to avoid that by giving a warning symbol as there is no time to react.

I managed to get pretty far to the point the cat was no longer on my trail and I saw a lot of repeating sections. This is great but wasn’t sure how long until the finish line?

Overall a fantastic little submission that just needs a few tweaks. Great job buddy!

Really good submission! I think the game could benefit from a slowly movement option and a constant look towards the mouse before attacking. The game was really well made and i enjoyed the level design, music and sound effects.

The combat was sooo cool, i was suprised when the cool stylised fight broke out and I was going toe to toe with the boss, the controls were good but he was so fast and pretty unforgiving. I Loved it, the concept was really unique and worked great together! great job on this awesome submission!

Rank D is a great… D for Delicious… No, lol im sorry lol :D It seems I messed up the rankings but congrats on a great score :D

I’ve been making games on Itch since 2019 and love taking part in game jams. But like many of you, I often hit a wall trying to come up with fresh and fun ideas. My biggest struggle has always been making things fun and not falling into boring or repetitive ideas.

Since I couldn’t find a tool that worked for me, I decided to make my own idea generator. It’s designed to help kickstart creativity with unique ideas you might not usually think of. I’d love your feedback and hope it helps others in the jam community too.

Always open for suggestions and hoping to use my tool for my own Jams and figure out what needs tweaking. As an active part of MiniJam community I hope to help someone else out there :)

Check out the tool which is totally free to use here: https://jam.fmlad.com

(Hoping this doesn’t break the rules since its not self promoting my games or advertising a hosted event.) (Sharing to help others, get feedback, improve and SEO backlinks)

Enemies will generally only spot you if you are Directly in front of them, leaving you to walk around the side of them. It is more forgiving than difficult.

Interesting. Not sure If I was playing it right and found confusing. After trying several times I assume I am doing something wrong and cant progress far at all. Art looks great. buttons would have been great maybe could have tied attack/lever interaction into one button to reduce cognitive strain.

Great concept, love the art style. The interaction of managing the orders and more you get down in time makes you want to be efficient and prep. The artwork was lighthearted and I chuckled after they went out to fight again after tea time lol.

“Confirm contract button” before playing was cute and original. Controls seemed a bit odd at first but then i grew to like them and found it perfect. It pushes you to take your time and line up the perfect shot. Very well designed!

Interesting concept. Reminds me of papers please but with a new angle. I’m intrigued by the hectic chaos management of scanning and picking out the dangerous items. Good job on the execution!

OMg my fingers cant input the buttons quick enough :’D i dont know how much health I have and it makes me nervous with each fumble.

<- -> <- -> <- -> Aaahhh DIE DIE DIE!

..

So the game is really interesting and super interesting I love the pacing and the escalation is on point. it really ramps up after the initial first battle which gets you used to the input and mechanics. Perfect submition in limited time. Truly awesome. I loved the music amp up when the combat start too!

Really interesting concept, I went in blind and didn’t read anything before hand. I was confused what to do and then my understanding of the mechanics ‘clicked’ I realised what I had to do. Memorising the icons to the requests from the crowd was super fun and made it challenging. I seen comments of adding icons to the chat bubbles but i feel this is much better and adds a layer of challenge!

Good job, really love the idea of picking a curse and not knowing what it was, only after using it for the day to know what it was is a great gameplay approach. I loved this cute quirky game. Great job!

I completely agree with you about the process feeling lengthy and a bit artificially padded, especially with the short day/night cycle.

This could be adjusted with some balance tweaks, but I feel like it really needs something extra to make it more engaging. I’d considered adding combat, but unfortunately, there just wasn’t enough time to include it.