Floppy Frog: A New Take on an Old Concept

Floppy Frog is a recent entry in the long history of “real physics” games, where you’re given all the tools you need to succeed, but you’re fighting an all too real physics engine to get to the goal. If you’re familiar with the long-standing flash series QWOP for instance, you know what’s going on with Floppy Frog. That isn’t to say Floppy Frog doesn’t bring anything new to the table; far from it, in fact. Instead of a track runner you’re controlling the titular Z-shaped amphibian, and instead of four button controls you’re left with only two, L and F. That’s about where the similarities with QWOP end, as each stage takes place on a plane of ledges and hills instead of just a straight away.

The graphics aren’t anything to write home about, although the titular frog himself is pretty cute. Still, the endless scrolling seascape of the background gets a bit tiresome, and the blocky landscape could use a simple texture. Some simple sound effects would be much appreciated as well, even if they were open source. It’s important to note here of course that Floppy Frog was made for Ludum Dare (a weekend game challenge), so a few of these things could be forgiven.

It’s through the stages that Floppy Frog really shines, as it comes down to skill at operating the precision controls. Knowing exactly how the L and F key contract and expand is absolutely critical, and the stage design knows it, punishing you with pitfalls for any misstep. It’s this punishing and -downright- frustrating gameplay that leaves me coming back to play it throughout writing this review, and I don’t foresee putting it down until I can best all the stages.

All in all, Floppy Frog is a bit of a breath of fresh air in the Flash game landscape. It’s nice to see a new take on a long-standing concept, especially one that isn’t just a simple reskin. A bit more polish would be very much appreciated, and hopefully we see a sequel. Enjoy!!
Final Score: 8.5/10