Rabbit Froggaroo is confused
par WarpedAxiom
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Rabbit Froggaroo is confused
Tags pour Rabbit Froggaroo is confused
Description
Grâce à la puissance de saut combinée de trois des animaux les plus bondissants du monde, et à une immunité naturelle au mal des transports et au vertige, Rabbit Froggaroo est un sauteur dynamique, mais un peu perdu ! Peut-être que manger quelques carottes flottantes aidera à y voir plus clair ?
Comment jouer
Regardez autour de vous avec la souris et lancez-vous en cliquant sur le bouton gauche. Le lapin peut sauter aussi loin que possible, tant qu’il y a une surface où s’accrocher. Une fois atterri, il peut rester collé indéfiniment.
Commentaires
idiotdog
Mar. 07, 2013
control sucks ass
How could it be improved?
BowWow200
Mar. 09, 2013
I have to agree, the controls are really bad. The mouse cursor can leave the game area when it should be fixed instead, and I think that you should be able to turn and look freely in all directions, but instead it's frustrating that you want to turn but you can't.
The mouse cursor shouldn't even be visible. I'll look into it. [Edit] How about now? The increase of camera freedom is potentially game breaking, but if it makes the game more enjoyable, I guess I'm for it. Mouse is also hidden and locked. There are so many tiny things that goes into making a game, even one this small, and I'm a scatterbrain, so your honest feedback is appreciated. Hope these changes make the game more entertaining for all.
BowWow200
Mar. 10, 2013
Well it's now a little better. I can see how having complete freedom to look around could make the game too easy, but it was frustrating not knowing what the limits are. Maybe some sort of scale to show how many degrees you can turn in the X and Y axis? Make it so it shows the position that you're currently looking relative to your position. The mouse cursor has stopped leaving the screen, which is good, but still finding the controls a little cumbersome. I've found that my view rotates clockwise or anti-clockwise when in fact I'm trying to pan left or right. Maybe try having it as first person view, with the option to swap to third person if you need to check your surroundings, or when you're actually jumping. You could, with some more work, have an interesting game.
Well, you can rotate 360° around the Y-axis, and the vertical limits are straight up and straight down (90°), meaning you SHOULD be able to get a full 360° panoramic view. What you can't do is turn the view upside down, which would happen if you continued up or down further than the current limits. There might, of course, be bugs pertaining to differences in OSs and browsers, but I doubt it. Regardless of where Froggaroo is, the crosshairs at the centre of the screen shows where you're intended to end up. Froggaroo is just there as eye candy, and have no actual effect on the jump. In that sense, all the game's aiming mechanics (all one of them) is a first person system. Imagine you're standing there, trying to line up to kick Froggaroo. Then forget I said that, because that's not too child friendly.