Frogman Gaiden

A rogue-like SRPG

In a world where dead people are reborn as undead monsters, a few people managed to keep their consciousness…

Frogman Gaiden: The Magma Emblem is a rogue-like SRPG inspired by Fire Emblem and Hades, with N.E.S. style graphics. I've been working on it alone for almost 7 months now, and it's my sixth full game. The current version includes the first third of the game, with 4 playable characters and 2 bosses. This version is a bit rushed, but should be fully playable with little to no bugs.

Planned features

  • Simple yet startegic gameplay - Inspired by other SRPGs, but with simple, low stats for easy battle calculations. Focus on the strategy - not the numbers.
  • Rogue-like with a story - No battle is pointless. Before (and sometimes after) each battle is a conversation between your (and sometimes enemy) characters, about the past, present and future. Each run has different conversations and characters, and you'll have to die to unlock some of them!
  • Customization - You select the level-ups! Turn your archer into a tank or your tank into a berserker - all you need is a bit of luck. Unlock powers and customization options between runs, and build your own team.
  • Two more, not yet implemented features for the mid- and late-game

Feedback

There are a few things I would especially like to get feedback on:

  • Difficulty - I'm really bad at balancing games and actually making them fun, as I tend to make things I enjoy (aka way too hard). What difficulty did you play on? Was it too hard? Too easy? Were there any difficulty spikes?
  • Pacing - Making a rogue-like is wierd, as I can't really control the order that you see the story and find mechanics. Did the story ever slow down to a crawl? Gave a huge info-dump all of a sudden? Talked about things you haven't encountered yet?
  • Comperhension - Did you understand everything? The tutorial is very simple right now, but was it enough? Were the mechanics introduced at a good rate? Are there any mechanics you don't understand?
  • Writing - Did the story make sense? Did you like the characters? Was the text too long/short? Was the English good enough (I'm not a native speaker)?
  • Anything else is obviously welcome.

Source code

The game is fully open source. I also created a conversation & level editor for it. You can view both here:
Game source
Editor

Comments (2)

Atayif
 • 3 years ago • 

Pretty nice game. I was playing on the easiest difficulty. I reached the blue place twice where I fight the intro guy, but I didn't end up beating it (My guys kept missing that 50 HIT chance 😒).

I ended up sticking with the game longer than I thought I would. I'm not a fan of the retro style myself, but the gameplay is solid and kept me interested to keep re-playing.

Personally I would have liked to use my mouse for movement, and when I hover over a unit, I get things like movement range and attack range.

I've recently played "Into the Breach", and that game really nails the visual feedback and makes it clear what can move where and how much damage every unit will do. That game is still fresh in my mind, and it's likely that my feedback is influenced by it.

That being said, here are some of my pain points:

  • When it's the enemy turn, sometimes it feels like the screen suddenly shifts to the battle screen, I do not know which enemy is attacking which unit, and I have to infer it, maybe have some sort of indicator on the current enemy, and the enemy can move one tile at a time.
  • It was not immediatly clear to me how the armor and pierce stats and the evasion and the opposite of evasion (don't know what the stat is called) affected the outcome of the battle. I assume 1 armor makes the enemy do 1 less damage, and 1 pierce removes 1 armor? I assume evasion works the same way, but I'm not sure.
  • I felt like the battle screen started becoming repetitive, especially after reaching the blue boss. I feel like the battle can happen on the tiles instead of in a dedicated battle screen. The battle can be clear and will be much faster this way.
  • The "inlination" mechanic was not clear to me at first, it became clear once I got the start option of changing Frogman's inclination.

The story made sense to me, I was interested in knowing how it will develop.

I think the difficulty is fine, I think if I stuck with it a bit longer, I could have beeten the blue area. The reason I did not stick with it is because I had to repeat from the start, and repeating from the start means repeating the levels that are no longer challenging and watching lots of battle screens.

Overall I think the game is pretty solid. I was motivated to re-play because I was understanding the systems more, and because I unlocked more starting perks and felt like I could go farther this time. Also, there was some variations in the dialog, which is always nice. What made me drop the game before completing it was that repeats were time consuming, and the further I got, the more I had to repeat when I lost.

Good luck with your projects!

RayFlower
 • 3 years ago • 

Overall, I enjoyed it! It was great, but it could definitely use some more polish on the animations, maybe be a little faster (I want to be making more decisions, faster! not waiting). A little hard, like no matter what I did I couldn't progress unless I got lucky or a very specific strategy after dieing a number of times. I got up to the Lich a few times but wasn't able to beat them. I played on the easiest difficulty

I'm not too familiar with NES games, so the style really isn't for me, the music as well. Just not my kind of thing.

It being similar to Fire emblem wasn't obvious from the name, despite it saying "emblem" (but then again, I don't play those games anyway..). Also not sure what the Gaiden is supposed to mean, but perhaps your target market knows more about the name than I do.

The music, graphics and stuff definitely gives me the feeling of Hell, especially the skeletons. I like the small animations the characters have on the map, and the dialogue they have. The dialogue continuing through runs is great, it reminds me of Hades and is a good incorporation of the premisem narrative, and mechanics. Overall I really enjoy the lore and worldbuilding that the characters talk about, it really immerses me in the world of it. I liked the story, it made and was easy to understand.

The pacing is great, each dialogue gives some new insights and backstory to the world, and introduces a little bit more about who you are, who the characters are, and what's going on.

What I didn't understand was at the start, who was Frogman (at least, what makes them interestin? a flashback maybe?), why/how did they die, and what is this place? (hell). some kind of introduction to each one of those would be nice so I can understand immediately what's going on, as I was trying to figure that out in the first battle what was happening.

I like gaining knowledge points for clearing battles, it makes me want to play again. I also like the choices you get when you level up after battle. I would like some descriptions of what each stat does, so I can create a strategy of how I want to build my characters. I didn't know what they meant. Also sometimes my characters would be dealing huge amounts of damage, and other times they are dealing 1 damage, same for enemies.

Some constructive feedback:
The "Enemy Turn / Player Turn" scrolls past the screen a little fast, it's hard to read.

The chatbox continue icon overlaps with the text if it gets to the end of the box

I wasnt sure what the gameplay was before I was asked if I needed a tutorial. I'm thinking if I was the first battle screen first and knew how to play the FE games, I can then decide whether I need it or not.

The tutorial didn't show me how to progress to the next turn, I stumbled around with the controls until I figured it out. Before ending my turn, I would love to be able to undo any actions I took. sometimes I moved somewhere and didn't attack anything and couldn't move back.

I also didn't realize I could command other units besides myself, I thought they acted on their own (your first ally seems to do so for the first battle).

You don't necessarily need a tutorial for this if you change the end-turn message to say there are units left for you to give orders to, and some kind of highlight showing who it is (the princess skeleton in this case). I liked getting to the action quickly, so any ways to mitigate time spent in one is fantastic. The one you have now is prety light-weight, It should probably be fine.

I get a little confused about when it's the enemy's turn and a battle just happens. I would like to know where the enemies are moving to (how far they move as well), and some kind of feedback for who is attacking who.

Dieing in battle just restarted the game without any kind of message, a little jarring; I would have liked a transition or some kind of message at least. The music from the battle also continued to the title screen.

The animations are good, but they feel a bit slow. I feel they could be faster, and I think that would make the game a bit more fun.

What do the different terrains do? I figured standing on the rocks was good, and the lava was bad, but I couldn't figure out if it actually was.

It seems Frogman only remembers other characters if you've cleared a battle, and not just been in the battle. What I mean is that dieing in the first battle of a run, characters don't remember you or anything that happened, even if you've seen them before. Maybe just a loose end. Would be interesting to have some extra dialogue for "returning" to the battle you died in.

The first battle in the Kresla route is a bit hard, the enemies deal a lot of damage and I died a few times. When I did clear it, Kresla died and I felt like there wasn't much I could do to prevent it.

After I got to the second battle with Kresla and died, then did another run where I started with Kresla, for some reason when they fought enemies, they enemies had 0 attack and didn't hurt them. Is this intended?

I would love an easy way to tell how powerful a monster is right when looking at them on the map, so I can know how to form my strategy, who to prioritize to kill first, and how to position my units so they don't die as easily. Currently it the map shows no differences, but monsters vary wildly in power from 1 to an immense 7 damage. I like the variety in power differences, I just want to see it easily!

I don't know what it means by "inclination". Is that something to do with class, or the different parts of the level (lava, rock, ground)?

I look forward to seeing more of this project. Great job!

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