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STICKY FROG in-game: the jungle, tongue stuck to a flower
All games
Playable on the web

STICKY FROG

One-button swing action

Hold to stick. Let go to fly.

One frog, one button. Hold and its tongue sticks to the flower ahead and starts the swing; let go and it flies off with all that speed, flipping, threading gold rings and licking up flies on the way to the big lily pad at the finish.

Genre
One-button swing action
Platform
Web browser, desktop and mobile
Status
Playable on the web
How to play
Play it in the browser
Built with
three.js, JavaScript, Vite, Web Audio, Blender

Gameplay

Just one button

Hold the mouse button or Space on desktop, or anywhere on the screen on a phone. The longer you hold, the shorter the tongue and the faster the swing.

Flips and instant praise

Let go and you flip according to your speed: one turn is a FLIP, two a DOUBLE, three a TRIPLE. Pull off something good and a feat pops up on the spot, like SPIN DOCTOR for five turns in one jump.

A new world every 15 levels

Jungle, candy, neon city and volcano. Touch a spike or a saw, or fall into the water (syrup, a neon canal, lava), and you start again. Clear level 5 to open Endless, which gets harder the further you go.

Three stars and a shop

One star for clearing a level, one for eating at least seven in ten flies, one for beating the par time. Coins buy characters, tongues and trails, and one of the characters is a spinning cat.

Screens

STICKY FROG in-game: the jungle, tongue stuck to a flower
The candy world
Neon city
The volcano
Grabbed at the very last second: CLUTCH SAVE pops up on the spot

Under the hood

Physics and levels never touch three.js, so the bot in Node runs exactly the physics the game runs. Before a difficulty change counts, the bot plays every level with 12 different parameter sets, and every level has to be beatable.

The 3D models are made in Blender and compressed to GLB, and repeated objects are drawn in one go with InstancedMesh; sound effects and each world's music are synthesized live with Web Audio, with no audio files.

Every game event (sticking, flipping, threading a ring, grazing a spike) has its own feedback recipe of hit-stop, slow motion, particles, shake and sound; the interface comes in 12 languages.

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