That's okay; my ideas were rather ambitious for such a small team. I apologize; I didn't realize how much work you had to do. NimbleBit makes games of such high quality I just assumed there were a ton of you guys! I know that sending favorite breeds would be difficult, as you mentioned, but I'm wondering if there would be some way you could implement some kind of 'stable' or 'retirement' feature in which the top, say, ten frogs could be kept permanently (and named, if possible??) These frogs could be considered genesis frogs, and would be the fathers/mothers for entire breeds (random question: the frogs in this game are assigned genders, correct?). This would require them all to be radically different breeds, but that seems to be where you are going with this anyways. If you limited the amount which could be kept, or the type of those that could be kept, I would be slightly disappointed, but this might lessen your workload. Again, I congratulate you; I had no idea you did so much work, and it only makes me more appreciative of the time and effort you devote to bringing us users such quality entertainment. If there is anything I can do to help, please dont hesitate to ask. Drkmaster
So right now a breed is just a certain combination of body color, pattern, and pattern color. The frogs have no sex (just like Jurrasic Park, nature finds a way!). We wanted to keep things as simple as we could while still keeping it fun and cute so that we could actually pull the game off, and in a timely manner!
We're making good progress, and I'm working on the beginnings of the pond right now. We've decided to test out the behavior of fly-eating in the pond actually making your frog age a bit quicker. Yesterday I finished implementing the breeding challenge section which shows breeds that are temporarily boosted in value, one changing each week, the other daily. Last week I was able to get the FrogMart, SupplyShop, and Mailbox sections functional, the first two with a daily rotating stock of frogs and tank scenery, and the Mailbox managing the delivery of said items.
This game looks amazing! I'm a big fan of Dizzypad and the frogs are great, I was just wondering if there's going to be an actual game mechanic in it like with Dizzypad. You said before that you couldn't put all the assets in Dizzypad to allow it to use frogs from this game, but could you possibly put Dizzypad into this game? Perhaps as a DLC? I was thinking it could be a game where the farther a frog strays from the pond (via spinning/moving pads) the rarer items they may find on the way. So for those who aren't satisfied with just hoping to find an item they can actually work for it.
The pond will have a slight game mechanic, but nothing difficult enough to frustrate the most casual of gamers.
You had a similar answer to Drkmaster666's idea of having more specific information about the frog you have on the back of the card. You could put a game mechanic like I suggested and make it 100% optional. Like I said, it would be for the people that want to try and actually do something in order to get rare items. However, casual gamers don't have to play it even once. Plus, you could put more information about the frog on the back of the card, because casual gamers won't have to bother with it. It's just for the people interested. I think if you put in these optional game mechanics for less-casual gamers you wouldn't loose a single casual gamer (because it's all optional), but you would gain many players like myself, who really want an actual game in it. Or collectors like Drkmaster666.
IMO, adding a Dizzypad-esque game into Pocket Frogs would be . . . redundant. I don't think this game is meant to be an extremely hardcore game; it should cater to casual gamers with small things that keep less casual gamers entertained as well. For example, the frogs having different traits.
Unfortunately that would mean that casual players wouldn't come across these rare items if they were difficult to earn or reach in a game-centric pond. I got the pond up and running yesterday, and I think it is a blast so far. Right now you tap pads to jump to them, all while swarms of dragonflies buzz around you. If you collide with one you eat it, and it increases the frog's happiness and also gives it a little growth spurt. Today I'll be working on random hidden presents strewn about the pond which will award you small gifts of coins, potions, stamps, scenery items, or even a frog!
Yay! You should put some frogs that have special traits and can't be breeded that can only be found by exploring the pond, to reward devoted players. Maybe some of them are attracted to frogs with a certain trait, and the present with them will only show up if that's the jumping frog.
I would also like to be a beta tester. I love Nimblebit games and would like to help Ian out with one of his games
My point exactly. And, you don't have to put items in that can only be found by playing that game. I was saying you could put some of the rarer items strewn around the pond. And it doesn't have to be redundant, they could think of a new game mechanic with the pads.