Mr.Frog eats bugs

Mr.Frog eats bugs

Available on itch.io

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About the project

Mr.Frog eats bugs is an incremental survivors-like game where you control a frog, eating bugs that spawn around you and upgrading yourself to get stronger.

Your enemies are your bullets. The first click licks a bug into the frog's mouth, the next one spits it out as a projectile. Some bugs are too dangerous to lick, so the only way to beat them is to shoot other bugs at them.

Every bug you eat is spent on four upgrades that let you survive longer, move faster, reach further and unlock harder waves.

Contribution


Details

Mr.Frog was made in a 3-day jam. I was one of the two game designers on the team, and we designed everything below:

Concept · Bugs · Waves · Upgrades · Menus


Concept

Reference games

We used games close to what we had in mind as references, each one for a different part of the game:

**The Binding of Isaac**: one top-down room, enemies from every side and a small hero in the middle
The Binding of Isaac: one top-down room, enemies from every side and a small hero in the middle
**Everything is Crab**: a cute critter that evolves by eating, at a survivors-like pace
Everything is Crab: a cute critter that evolves by eating, at a survivors-like pace

Survivors-likes in general gave us the loop: waves of enemies, a run that ends when you die, and upgrades between runs.

We also collected visual references for how the game should look, from a top-down room to a swamp setting and a survivors-like crowd, placing the frog in some of them to see how it would read:

The frog in a Binding of Isaac room
The frog in a Binding of Isaac room
The frog over a Minecraft mangrove swamp
The frog over a Minecraft mangrove swamp
Everything is Crab gameplay
Everything is Crab gameplay

Two first ideas

The game started as two different ideas, both about a frog eating bugs:

**Idea 1, the survivors frog**: the frog walks freely around an arena, surrounded by bugs it can eat and things it can't, like the scorpion
Idea 1, the survivors frog: the frog walks freely around an arena, surrounded by bugs it can eat and things it can't, like the scorpion
**Idea 2, the tongue frog**: seen from the side, the frog hops left and right along the bottom of the screen and aims its tongue at targets
Idea 2, the tongue frog: seen from the side, the frog hops left and right along the bottom of the screen and aims its tongue at targets

The second idea came from Gold Miner turned upside down: the claw swinging down at the gold becomes a tongue shooting up at bugs.

Gold Miner, upside down
Gold Miner, upside down
The aimed tongue
The aimed tongue

The final game mixes both: from the first idea, the frog walks freely around the arena; from the second, it licks everything with an aimed tongue.


Bugs

Brainstorm

With the core loop set, the next question was what to lick. We listed enemy ideas by how they react to the tongue and to projectiles: bugs you have to avoid, bugs worth one, three or six projectiles, shielded bugs, heavy ones that pull the frog, explosive ones, shooters, summoners and more.

The stars (★) mark the ideas we found most interesting, and the checkmarks (✔) the ones we approved, weighing the value each one added to the experience against what fit in the scope of a 3-day jam.

The enemy brainstorm (in Portuguese)
The enemy brainstorm (in Portuguese)

Each approved idea became a bug in the game: the enemy to avoid became the scorpion, the one-projectile enemy became the fly and the bee, and the shielded one became the beetle.

Design rules

To make every bug readable at a glance, its shape and color tell you how it behaves:

Round and blue

Slow and a little dopey

FlyBeetle, with its shell

Square and yellow

Fast and more aggressive

BeeBeetle, without it

Spiky and red

Dangerous: don't lick it. Ever.

Scorpion

The four bugs

Four bugs made it into the game. They all hurt the frog on contact; what sets them apart is their health, their speed, and what happens when they're licked, spat and hit.

The fly, a round blue bug with red eyes
Fly

SlowEdible

HPSpeed

The basic snack: slow and easy to catch.

Lick
Goes into the frog's belly
Spit
Fly projectileLaunched where you aim
Hit
Dies
The bee, an angry square yellow bug
Bee

FastEdible

HPSpeed

Works like the fly, but it's the fastest bug: eat it before it reaches you.

Lick
Goes into the frog's belly
Spit
Bee projectileLaunched where you aim
Hit
Dies
The beetle, a yellow bug with a blue shellThe beetle without its shellNo shell
Beetle

Slow, then fastArmored

HPSpeed

Takes two hits. With its shell, it's round and blue, so it's slow; once the shell breaks, it turns yellow and speeds up.

Lick
1st lick removes the shell, 2nd one eats it
Spit
Beetle projectileThe shell isn't spat, only the beetle
Hit
1st hit breaks the shell, 2nd one kills it
The scorpion, a spiky pink bug with a red outline
Scorpion

MediumDangerous

HPSpeed

Can't be eaten: the red outline tells you to spit other bugs at it.

Lick
Not caught, and the frog takes damage
Spit
Can't be spat
Hit
Dies

Waves

The game has eight waves, each with its own mix of bugs and a spawn interval that goes from 1.5 seconds in the first wave down to 0.5 seconds in the last one. Flies fill the early waves, bees and scorpions take over the middle, and beetles arrive at the end.

Wave planning: the spawn interval of each wave and how many of each bug it has. The last row is a random bug, which spawns as any bug type already in that wave
Wave planning: the spawn interval of each wave and how many of each bug it has. The last row is a random bug, which spawns as any bug type already in that wave

The wave pool

A run goes through every wave in the pool, in order. Each level of the More bugs upgrade adds the next wave to the pool, but the pool holds only four waves: from the fifth one on, unlocking a wave drops the oldest. That way, runs get harder instead of just longer.

Along with the four-wave limit, we made one more choice later, while balancing the waves: the whole run uses the spawn interval of the hardest wave in the pool. With waves 3 to 6 unlocked, for example, bugs spawn every 0.75 seconds from the very first wave of the run.

What a run plays at each level of More bugs
LevelWaves in the runSpawns every
Start11.5 s
Lv 1121.25 s
Lv 21231.25 s
Lv 312341 s
Lv 4123451 s
Lv 5234560.75 s
Lv 6345670.75 s
Lv 7456780.5 s

In the run Just unlocked Dropped

The arena

The arena is a clearing in the swamp. Bugs spawn just outside the player's view, so they're always coming in from the edges, either inside the arena or in the area around it. That outer area is a big collider that only the frog can't cross: bugs walk in through it freely.

The arena
The arena

Upgrades

From jars to bugs

The upgrade system started from Bento Bugs, where you spend what you collect on a shelf of jars, each one leveling up a different stat. Our first draft had three upgrade lines priced in coins: one for the tongue (reach, tongue speed and hold time), one for health and move speed, and one that multiplied the value of every bug.

Bento Bugs: upgrades as jars on a shelf, with the level on the label
Bento Bugs: upgrades as jars on a shelf, with the level on the label
Our first upgrade ideas, still priced in coins
Our first upgrade ideas, still priced in coins

In the final version there are no coins and no bug values: each bug is its own currency, and every upgrade costs a mix of them.

The four upgrades

The number of levels of each upgrade comes from the scope we wanted:

More bugs

7 levels

Unlocks the next wave, up to wave 8

Eight waves were enough for a jam, and the first one is there from the start

More hearts

2 levels

From 1 up to 3 hearts

Three hearts is the frog's cap

Cool sneakers

8 levels

Move speed, up to +200%

Enough steps for a smooth speed ramp

Longer tongue

10 levels

Reach and tongue speed, both up to +100%

Alternates between the two, five levels each

The upgrades sit on a log in the title screen. Hovering one shows what the next level does and how much it costs.

The upgrade log
The upgrade log
Hovering More bugs: unlock wave 2 for 10 flies
Hovering More bugs: unlock wave 2 for 10 flies

Costs and balancing

The costs follow the waves. Each bug only shows up from a certain wave on, so a price that asks for it can only be paid after that wave is unlocked, and More bugs ends up setting the pace for every other upgrade:

FlyWave 1From the start

BeeWave 3More bugs Lv 2

ScorpionWave 5More bugs Lv 4

BeetleWave 7More bugs Lv 6

Costs in flies bees scorpions beetles Highlightedfirst time an upgrade asks for that bug

More bugs
LvWave poolCost
1Waves 1–210flies
2Waves 1–315flies
3Waves 1–420flies8bees
4Waves 2–525flies15bees
5Waves 3–630flies17bees9scorpions
6Waves 4–720bees15scorpions
7Waves 5–850bees15scorpions8beetles
Cool sneakers
LvMove speedCost
1+0% → +10%3flies
2+10% → +25%7flies
3+25% → +40%10flies3bees
4+40% → +60%15flies5bees
5+60% → +80%18flies10bees4scorpions
6+80% → +100%20flies15bees6scorpions
7+100% → +150%20flies20bees8scorpions
8+150% → +200%25bees9scorpions4beetles
More hearts
LvEffectCost
11 → 2 HP10flies9bees
22 → 3 HP20flies6scorpions4beetles
Longer tongue
LvEffectCost
1Reach +0% → +10%4flies
2Tongue speed +0% → +10%8flies
3Reach +10% → +25%11flies4bees
4Tongue speed +10% → +25%16flies7bees
5Reach +25% → +50%20flies10bees6scorpions
6Tongue speed +25% → +50%21flies15bees8scorpions
7Reach +50% → +75%22flies20bees9scorpions
8Tongue speed +50% → +75%30bees11scorpions6beetles
9Reach +75% → +100%35bees11scorpions8beetles
10Tongue speed +75% → +100%40bees13scorpions10beetles

Using the team's art and quick placeholders of our own, we mocked up nine layouts for the title screen before picking one.

The upgrade panel

The first six focus on the upgrade panel: whether it's vertical, horizontal or a grid, and where the tooltip with the next level's effect and cost shows up.

Vertical panel
Vertical panel
Horizontal panel
Horizontal panel
Tooltip above the upgrade
Tooltip above the upgrade
2 × 2 grid
2 × 2 grid
Tooltip below the upgrade
Tooltip below the upgrade
Buttons to start a run or go back to the menu
Buttons to start a run or go back to the menu

The title screen

The last three bring in the title (still the game's working title, Frongue), the buttons and the frog, to work out how the player gets from the upgrades to a new run.

Title, log and buttons in the corners
Title, log and buttons in the corners
**Chosen:** buttons on the left, log on the right
Chosen: buttons on the left, log on the right
Buttons on the left, log in the center
Buttons on the left, log in the center

We went with number 8: the buttons stacked on the left, the upgrade log on the right and the frog in the open space between them. The plan also mapped the flow between screens: Start Run goes to the gameplay and back, Frog plays a frog sound (3 or 4 variations), and Credits and Options each open their own screen with a Back button.

The chosen layout and the flow between screens
The chosen layout and the flow between screens

In the game

In the jam version, the menu is just the title screen: the upgrade log, and buttons to start a run, play a frog sound, see the credits and quit.

The menu in the game
The menu in the game