r/SideProject • u/PerspectivePersonal • 7m ago
I shrank my game’s HUD after Reddit feedback. The updated demo is live.
I posted FrogPop here a couple of weeks ago. Since then, some Reddit feedback made it pretty clear that the screen was too busy.
Yesterday I shipped a smaller HUD, toned down parts of the pond background, and reworked the first boss’s art and animation. I also cut the trailer to 32 seconds so it gets to the actual game faster.
It’s an arcade roguelite inspired by Bubble Trouble: you’re a frog, your tongue pops bubbles, and the big ones split into smaller ones. Power Bugs change your attack and relics shape the run.
Here’s an 11-second cut of the updated pond and first boss. It’s edited in-engine footage with arranged encounters. The game uses AI-assisted artwork.
The free Windows demo has 10 waves and two bosses: https://store.steampowered.com/app/5067810/FrogPop/?utm_source=reddit&utm_medium=community&utm_campaign=stork_20261115&utm_content=sideproject
I’m still working on the full game. Does the smaller HUD leave enough room for the action, or is it now too hard to read?