What:
Ctrl-FrogZ is a work-in-progress game made in Pico-8 where you control a frog using a press-to-aim, press-to-jump system. The current build includes directional movement, croaking, tongue attacks, fly collection, visibility-based stealth, and a procedurally expanding map.
Why:
The goal of this project is to explore unusual movement mechanics and experiment with stealth systems in a compact environment. It’s also part of my ongoing process to learn Pico-8 more deeply by working with modular logic, animation, and map generation. I wanted something small but expandable, where each added system could be tested in isolation and built on over time.
How:
Movement in Ctrl-FrogZ is intentional and timing-based. You press a direction to set your aim (the frog “squishes” in that direction), then commit by jumping. There’s no air control or canceling—once you leap, you’re committed. It’s slow compared to traditional platformers, but that’s by design. It rewards planning and makes every jump feel deliberate.
The design was partly inspired by movement systems in Souls-like games, where every action has weight and timing. Frogs, in nature, are similar. Calm, still, and patient until making quick, powerful bursts of movement. The result is a system that feels reactive, but not twitchy. It’s more like a coiled spring than a bouncy ball.
The map is randomly generated each run, with different terrain types affecting visibility. Grass and water tiles help the frog hide; open areas increase an alert meter. As flies are collected, the map expands in increments, revealing new space and eventually (in future versions) new predators. A timer and fly counter track progression.
Predators, NPC frogs, and full alert escalation are still in progress.
Highlights:
Built from scratch in Pico-8 as a learning tool
Intent-based movement system with animation states
Visibility system using tile flags and terrain logic
Procedural map with hiding spots and fly placement
Materials:
Pico 8
Visual Studio Code