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Froge: Search & Rescue
Froge: Search & Rescue is an arcade-style mobile game where players must avoid obstacles and collect as many tadpoles as possible in the given time. Collecting tadpoles provides a score multiplier and hitting obstacles causes you to lose a tadpole. At the end of each round, your points can be used for upgrades that can help you achieve higher scores next time.
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This game was created in 2.5 days as part of Itch's Mini Jam #106 with the theme of "frogs" and the limitation of "limited time." I was the only designer on a team of four. Since we didn't have long to make , most of my time was spent creating and implementing the user interface, but I assisted with gameplay design as well.
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Platform: PC/Mobile | Engine: Unity | View on Itch.io
Information
Logo Design
The logo was actually one of the last things I made for the project. We had been jokingly calling the main character "froge" like the "doge" memes and it just kind of stuck. I designed the logo in Photoshop and was inspired by the Shrek logo for a frog-themed game. I added gradients and bevels to make the text feel more 3D and outlines to help it pop and stand out against darker backgrounds.
Start Menu and Pause Menu
Since our game was about a frog in a river, I wanted to keep a nature theme throughout the UI. I decided to use leaves for the buttons and wood with gold accents for backdrops. I created all of the assets from scratch in Illustrator and animated the leaves in Unity to give them a little shake on-hover.
HUD and Gameplay
The player is supposed to avoid obstacles in the river and collect tadpoles to increase their score. Instead of having health, we just made it so players lose a tadpole if they - or their trail of tadpoles behind them - hit an obstacle. I tried to display only the necessary information in the HUD and in a clean, easy to read and easy to understand way. At the end of each run, players can use their points for upgrades that can help them get more points next time.
Loading Screen
For the loading screen, I used the same styles I developed for the pause menu UI but added a fun frog swimming overlay for the loading bar.
Logo Design
The logo was actually one of the last things I made for the project. We had been jokingly calling the main character "froge" like the "doge" memes and it just kind of stuck. I designed the logo in Photoshop and was inspired by the Shrek logo for a frog-themed game. I added gradients and bevels to make the text feel more 3D and outlines to help it pop and stand out against darker backgrounds.
Start Menu and Pause Menu
Since our game was about a frog in a river, I wanted to keep a nature theme throughout the UI. I decided to use leaves for the buttons and wood with gold accents for backdrops. I created all of the assets from scratch in Illustrator and animated the leaves in Unity to give them a little shake on-hover.
HUD and Gameplay
The player is supposed to avoid obstacles in the river and collect tadpoles to increase their score. Instead of having health, we just made it so players lose a tadpole if they - or their trail of tadpoles behind them - hit an obstacle. I tried to display only the necessary information in the HUD and in a clean, easy to read and easy to understand way. At the end of each run, players can use their points for upgrades that can help them get more points next time.
Loading Screen
For the loading screen, I used the same styles I developed for the pause menu UI but added a fun frog swimming overlay for the loading bar.
Logo Design
The logo was actually one of the last things I made for the project. We had been jokingly calling the main character "froge" like the "doge" memes and it just kind of stuck. I designed the logo in Photoshop and was inspired by the Shrek logo for a frog-themed game. I added gradients and bevels to make the text feel more 3D and outlines to help it pop and stand out against darker backgrounds.
Start Menu and Pause Menu
Since our game was about a frog in a river, I wanted to keep a nature theme throughout the UI. I decided to use leaves for the buttons and wood with gold accents for backdrops. I created all of the assets from scratch in Illustrator and animated the leaves in Unity to give them a little shake on-hover.
HUD and Gameplay
The player is supposed to avoid obstacles in the river and collect tadpoles to increase their score. Instead of having health, we just made it so players lose a tadpole if they - or their trail of tadpoles behind them - hit an obstacle. I tried to display only the necessary information in the HUD and in a clean, easy to read and easy to understand way. At the end of each run, players can use their points for upgrades that can help them get more points next time.
Loading Screen
For the loading screen, I used the same styles I developed for the pause menu UI but added a fun frog swimming overlay for the loading bar.
Logo Design
The logo was actually one of the last things I made for the project. We had been jokingly calling the main character "froge" like the "doge" memes and it just kind of stuck. I designed the logo in Photoshop and was inspired by the Shrek logo for a frog-themed game. I added gradients and bevels to make the text feel more 3D and outlines to help it pop and stand out against darker backgrounds.
Start Menu and Pause Menu
Since our game was about a frog in a river, I wanted to keep a nature theme throughout the UI. I decided to use leaves for the buttons and wood with gold accents for backdrops. I created all of the assets from scratch in Illustrator and animated the leaves in Unity to give them a little shake on-hover.
HUD and Gameplay
The player is supposed to avoid obstacles in the river and collect tadpoles to increase their score. Instead of having health, we just made it so players lose a tadpole if they - or their trail of tadpoles behind them - hit an obstacle. I tried to display only the necessary information in the HUD and in a clean, easy to read and easy to understand way. At the end of each run, players can use their points for upgrades that can help them get more points next time.
Loading Screen
For the loading screen, I used the same styles I developed for the pause menu UI but added a fun frog swimming overlay for the loading bar.
Logo Design
The logo was actually one of the last things I made for the project. We had been jokingly calling the main character "froge" like the "doge" memes and it just kind of stuck. I designed the logo in Photoshop and was inspired by the Shrek logo for a frog-themed game. I added gradients and bevels to make the text feel more 3D and outlines to help it pop and stand out against darker backgrounds.
Start Menu and Pause Menu
Since our game was about a frog in a river, I wanted to keep a nature theme throughout the UI. I decided to use leaves for the buttons and wood with gold accents for backdrops. I created all of the assets from scratch in Illustrator and animated the leaves in Unity to give them a little shake on-hover.
HUD and Gameplay
The player is supposed to avoid obstacles in the river and collect tadpoles to increase their score. Instead of having health, we just made it so players lose a tadpole if they - or their trail of tadpoles behind them - hit an obstacle. I tried to display only the necessary information in the HUD and in a clean, easy to read and easy to understand way. At the end of each run, players can use their points for upgrades that can help them get more points next time.
Loading Screen
For the loading screen, I used the same styles I developed for the pause menu UI but added a fun frog swimming overlay for the loading bar.
Logo Design
The logo was actually one of the last things I made for the project. We had been jokingly calling the main character "froge" like the "doge" memes and it just kind of stuck. I designed the logo in Photoshop and was inspired by the Shrek logo for a frog-themed game. I added gradients and bevels to make the text feel more 3D and outlines to help it pop and stand out against darker backgrounds.
Start Menu and Pause Menu
Since our game was about a frog in a river, I wanted to keep a nature theme throughout the UI. I decided to use leaves for the buttons and wood with gold accents for backdrops. I created all of the assets from scratch in Illustrator and animated the leaves in Unity to give them a little shake on-hover.
HUD and Gameplay
The player is supposed to avoid obstacles in the river and collect tadpoles to increase their score. Instead of having health, we just made it so players lose a tadpole if they - or their trail of tadpoles behind them - hit an obstacle. I tried to display only the necessary information in the HUD and in a clean, easy to read and easy to understand way. At the end of each run, players can use their points for upgrades that can help them get more points next time.
Loading Screen
For the loading screen, I used the same styles I developed for the pause menu UI but added a fun frog swimming overlay for the loading bar.
Logo Design
The logo was actually one of the last things I made for the project. We had been jokingly calling the main character "froge" like the "doge" memes and it just kind of stuck. I designed the logo in Photoshop and was inspired by the Shrek logo for a frog-themed game. I added gradients and bevels to make the text feel more 3D and outlines to help it pop and stand out against darker backgrounds.
Start Menu and Pause Menu
Since our game was about a frog in a river, I wanted to keep a nature theme throughout the UI. I decided to use leaves for the buttons and wood with gold accents for backdrops. I created all of the assets from scratch in Illustrator and animated the leaves in Unity to give them a little shake on-hover.
HUD and Gameplay
The player is supposed to avoid obstacles in the river and collect tadpoles to increase their score. Instead of having health, we just made it so players lose a tadpole if they - or their trail of tadpoles behind them - hit an obstacle. I tried to display only the necessary information in the HUD and in a clean, easy to read and easy to understand way. At the end of each run, players can use their points for upgrades that can help them get more points next time.
Loading Screen
For the loading screen, I used the same styles I developed for the pause menu UI but added a fun frog swimming overlay for the loading bar.
Logo Design
The logo was actually one of the last things I made for the project. We had been jokingly calling the main character "froge" like the "doge" memes and it just kind of stuck. I designed the logo in Photoshop and was inspired by the Shrek logo for a frog-themed game. I added gradients and bevels to make the text feel more 3D and outlines to help it pop and stand out against darker backgrounds.
Start Menu and Pause Menu
Since our game was about a frog in a river, I wanted to keep a nature theme throughout the UI. I decided to use leaves for the buttons and wood with gold accents for backdrops. I created all of the assets from scratch in Illustrator and animated the leaves in Unity to give them a little shake on-hover.
HUD and Gameplay
The player is supposed to avoid obstacles in the river and collect tadpoles to increase their score. Instead of having health, we just made it so players lose a tadpole if they - or their trail of tadpoles behind them - hit an obstacle. I tried to display only the necessary information in the HUD and in a clean, easy to read and easy to understand way. At the end of each run, players can use their points for upgrades that can help them get more points next time.
Loading Screen
For the loading screen, I used the same styles I developed for the pause menu UI but added a fun frog swimming overlay for the loading bar.
Information
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