Big Hops
Jan 13, 2026
Jan 13, 2026
Jan 13, 2026
Jan 15, 2026
Jan 15, 2026
Jan 12, 2026
Jan 18, 2026
Jan 17, 2026
Jan 16, 2026
Jan 14, 2026
Jan 13, 2026

76561198008789754
Not Recommended2 hrs played (2 hrs at review)
This game could be something special but in the little time that I've played I have been soft locked twice and clipped through the world five separate times. There are things that the game feels like it wants to work consistently but then when I try to use them they are incredibly inconsistent, especially the way the fire peppers and the dry straw blocks interact.
What could be really intriguing and fun exploration instead quickly becomes very very frustrating due to all the glitches and bugs.
4 votes funny
76561198008789754
Not Recommended2 hrs played (2 hrs at review)
This game could be something special but in the little time that I've played I have been soft locked twice and clipped through the world five separate times. There are things that the game feels like it wants to work consistently but then when I try to use them they are incredibly inconsistent, especially the way the fire peppers and the dry straw blocks interact.
What could be really intriguing and fun exploration instead quickly becomes very very frustrating due to all the glitches and bugs.
4 votes funny
76561198027805196
Not Recommended3 hrs played (2 hrs at review)
The fundamental movement in this game is solid. For a lot of people, that will be enough to be a relatively positive platformer experience. However, any enjoyment of this game is in spite of its design decisions.
I will start with the small quibbles. The voice acting is atrocious (and can thankfully be disabled) not helped by the fact that the dialogue is exclusively cliches. The tongue's target prioritization is difficult to predict. The camera is very close in which makes it hard to plan routes or see optional objectives. This game's versions of Red Coins and Stars look exactly the same. It is clumsy to navigate the backpack, with no option to swap with an item you're holding. Throwing objects accurately is a hassle. The frog has teeth and they disquiet me. These are all surmountable problems.
There are several unsurmountable problems. Level design is atrocious, with the tacked on BotW climbing (complete with potions that give you temporary max stamina to trivialize any one challenge) serving as glue over inconsistent momentum and finicky wallrunning. The first real level is the equivalent of Odyssey's Sand Kingdom complete with endless flat dunes and cramped urban area, but with none of the sightlines to points of interest or movement options to travel quickly. Chaining rollouts and the unlockable slingshots are all well and good but those are small blips of momentum on a very large very boring area.
There's a charm system that's wildly imbalanced (20% off shops is just as rare as regaining stamina on grapple points, to say nothing of the invincibility charm), and you get a roguelike style choice from 2 random boons every time you get a red coin star. The generic villain is the only place you can change or view these charms, which means you see him constantly. The fact the charms are random means that there's no sense of progression to them, and the level design can't take them into account. There's not rare charms as a reward for reaching a difficult optional area, there's just sloppiness.
The backpack lets you carry puzzle objects and healing items with you, giving the level design no control over what tools the player has access to. Why have a puzzle around 'how do I get fire over here' if I can carry several fire peppers with me? Why have a health system when healing items are omnipresent and there is no combat? It all speaks to a lack of coherence in the design process, mechanics thrown at a wall to see what sticks.
--
Second to second, hitting the buttons feels fine. If that's enough for you while waiting for The Big Catch to get out of development hell, more power to you. If you just want a cozy adventure, please try Smushi Come Home instead. Maybe Frogun or Frog Detective if you're here for the frogs. Overall anything you're after in this game you can find in higher quality elsewhere.
3 votes funny
76561198158890162
Not Recommended6 hrs played (6 hrs at review)
Some small negatives:
- The backpack and trinket menus are annoying to use on mouse and keyboard, maybe they are more intuitive with a controller but I didn't try.
- The trinket menu specifically isn't very well designed. If you filled out all your slots you have to take off a trinket before you can put on a new one, it would be much better if you could just swap them out. This doesn't sound like an issue but with the way it's laid out you kinda have to play mix and match to find where in your collection the ones you have equipped even are. Small annoyance, easily fixed by some highlights around both instances of a trinket when you have it selected.
- Money having a limit. I feel like the only reason it has one is so that they can sell you a trinket to let you expand the limit. Ultimately it just made me give up on collecting knowing I'd have to find somewhere to spend it all if I wanted to get more.
- Having to talk to the purple guy every time before you can open the door to a challenge room instead of the door just being there.
- The challenge rooms in general not being very challenging (at least from the small amount I tried before getting bored with them). The leaderboards are a nice touch but ultimately feel like a way to hand off the actual meat of the level design to players who are willing to compete with each other.
- The dark drips in the challenge rooms being out of the way of the "flow" of the room. I'd rather keep as much momentum as possible going through the level since that is where most of the fun is coming from considering the lack of any actual sort of challenge (again, from the ones I did try).
- Forgettable story, just a go here and help this group of people and then go here and help this group of people scenario.
- The gravity-changing sections don't really make much sense. It feels like they were designed for you to walk through them one specific way with "gates" you pass through that change the gravity for you. Not much point in having a gravity gimmick if all it ends up being is a glorified walking simulator section.
I'm sure there's some more stuff I could add to that if I really thought about it but I think most of the issues I have with the game come from the actual gameplay and level design. Momentum is cool, chaining rollouts is cool, using veggies is cool (in theory) but none of this stuff actually feels useful in regards to moving forward in the game. The levels feel like they are designed to be walked around in with the occasional platforming section instead of to be platformed around in. The reason using veggies is only cool in theory is because many of them feel kinda random in how they operate. A lot of times you'll just end up throwing a ton of them everywhere in an effort to get from one point to another and that just speaks to a lack of coherence in level design. The BoTW inspired climbing mechanic does trivialize most challenges assuming you always keep it fully stocked so you're also free to ignore veggies half the time as well.
The game definitely needed some more limitations imposed on the player in an effort to create more interesting and/or challenging scenarios. "Breaking" the game is cool and all but here it doesn't feel earned because it is so easy to do. Also there really isn't much point in going out of the way to "break" the game when the levels are all so small. The opening desert area is pretty big but the platforming sections in it are pretty spread out and there was nowhere I saw that I looked at and thought: "How do I get there?". The rest of the game from what I could see was just little hubs where most every area could be reached without requiring much thought or creativity.
Lastly, the couple boss battles I did play through were not at all difficult. I beat them both first try, although they were somewhat finicky. Now that's not to say them being made more difficult would automatically make them better because I think they just weren't very well designed in the first place but I don't have any real in-depth criticisms to make here aside from them just not being that fun.
Ultimately it feels like a game made for kids with some cool 3D platforming mechanics tacked on to garner interest from a different type of audience hoping for something more. As a kid's game though it could do quite well but in that case it would also need to be made much more intuitive on a lot of fronts.
2 votes funny
76561198167547680
Recommended10 hrs played (7 hrs at review)
The hops were indeed big
2 votes funny
76561199336826005
Recommended4 hrs played
It is wonderfull being a frog licking and jumping
2 votes funny
76561198032454787
Not Recommended1 hrs played (1 hrs at review)
Can't remap controls. Who decided to make crouch, which you rarely use, be both shift and right click, while roll, which you use constantly, is E?
1 votes funny
76561198313185705
Recommended18 hrs played (9 hrs at review)
This is one of the most interesting, yet satisfiying platformers i've played in a while. It gives me mario oddessy vibes & the music is pretty solid as well. 8.5/10 for me personally.
1 votes funny
76561197976960757
Not Recommended9 hrs played (2 hrs at review)
game is a pos that never should have been made. and don't waste your money on this crap.
1 votes funny
76561198233234804
Recommended7 hrs played (6 hrs at review)
im so hungry for bugs
1 votes funny
76561198282977675
Recommended17 hrs played (2 hrs at review)
I love frogs. I love the music. The movement feels nice and you can COLLECT LITTLE BUGS???? Sorry but this is a clear winner for the game awards 2026. 🐸 Am I biased? Absolutely. It's frogs after all. But for real. Nice game so far. It sure has some... kinks and bugs tho (like game bugs - the others too - of course).
The speedrun community is gonna love this.
Not sure if needed, but catapults can catapult your frog butt under the map and out of bounds. So like... keep an eye out for that... Also: stamina bar is optional if you can spam the jump dive at walls. 👌
1 votes funny
Big Hops
Jan 13, 2026
Jan 13, 2026
Jan 13, 2026
Jan 15, 2026
Jan 15, 2026
Jan 12, 2026
Jan 18, 2026
Jan 17, 2026
Jan 16, 2026
Jan 14, 2026
Jan 13, 2026

76561198008789754
Not Recommended2 hrs played (2 hrs at review)
This game could be something special but in the little time that I've played I have been soft locked twice and clipped through the world five separate times. There are things that the game feels like it wants to work consistently but then when I try to use them they are incredibly inconsistent, especially the way the fire peppers and the dry straw blocks interact.
What could be really intriguing and fun exploration instead quickly becomes very very frustrating due to all the glitches and bugs.
4 votes funny
76561198008789754
Not Recommended2 hrs played (2 hrs at review)
This game could be something special but in the little time that I've played I have been soft locked twice and clipped through the world five separate times. There are things that the game feels like it wants to work consistently but then when I try to use them they are incredibly inconsistent, especially the way the fire peppers and the dry straw blocks interact.
What could be really intriguing and fun exploration instead quickly becomes very very frustrating due to all the glitches and bugs.
4 votes funny
76561198027805196
Not Recommended3 hrs played (2 hrs at review)
The fundamental movement in this game is solid. For a lot of people, that will be enough to be a relatively positive platformer experience. However, any enjoyment of this game is in spite of its design decisions.
I will start with the small quibbles. The voice acting is atrocious (and can thankfully be disabled) not helped by the fact that the dialogue is exclusively cliches. The tongue's target prioritization is difficult to predict. The camera is very close in which makes it hard to plan routes or see optional objectives. This game's versions of Red Coins and Stars look exactly the same. It is clumsy to navigate the backpack, with no option to swap with an item you're holding. Throwing objects accurately is a hassle. The frog has teeth and they disquiet me. These are all surmountable problems.
There are several unsurmountable problems. Level design is atrocious, with the tacked on BotW climbing (complete with potions that give you temporary max stamina to trivialize any one challenge) serving as glue over inconsistent momentum and finicky wallrunning. The first real level is the equivalent of Odyssey's Sand Kingdom complete with endless flat dunes and cramped urban area, but with none of the sightlines to points of interest or movement options to travel quickly. Chaining rollouts and the unlockable slingshots are all well and good but those are small blips of momentum on a very large very boring area.
There's a charm system that's wildly imbalanced (20% off shops is just as rare as regaining stamina on grapple points, to say nothing of the invincibility charm), and you get a roguelike style choice from 2 random boons every time you get a red coin star. The generic villain is the only place you can change or view these charms, which means you see him constantly. The fact the charms are random means that there's no sense of progression to them, and the level design can't take them into account. There's not rare charms as a reward for reaching a difficult optional area, there's just sloppiness.
The backpack lets you carry puzzle objects and healing items with you, giving the level design no control over what tools the player has access to. Why have a puzzle around 'how do I get fire over here' if I can carry several fire peppers with me? Why have a health system when healing items are omnipresent and there is no combat? It all speaks to a lack of coherence in the design process, mechanics thrown at a wall to see what sticks.
--
Second to second, hitting the buttons feels fine. If that's enough for you while waiting for The Big Catch to get out of development hell, more power to you. If you just want a cozy adventure, please try Smushi Come Home instead. Maybe Frogun or Frog Detective if you're here for the frogs. Overall anything you're after in this game you can find in higher quality elsewhere.
3 votes funny
76561198158890162
Not Recommended6 hrs played (6 hrs at review)
Some small negatives:
- The backpack and trinket menus are annoying to use on mouse and keyboard, maybe they are more intuitive with a controller but I didn't try.
- The trinket menu specifically isn't very well designed. If you filled out all your slots you have to take off a trinket before you can put on a new one, it would be much better if you could just swap them out. This doesn't sound like an issue but with the way it's laid out you kinda have to play mix and match to find where in your collection the ones you have equipped even are. Small annoyance, easily fixed by some highlights around both instances of a trinket when you have it selected.
- Money having a limit. I feel like the only reason it has one is so that they can sell you a trinket to let you expand the limit. Ultimately it just made me give up on collecting knowing I'd have to find somewhere to spend it all if I wanted to get more.
- Having to talk to the purple guy every time before you can open the door to a challenge room instead of the door just being there.
- The challenge rooms in general not being very challenging (at least from the small amount I tried before getting bored with them). The leaderboards are a nice touch but ultimately feel like a way to hand off the actual meat of the level design to players who are willing to compete with each other.
- The dark drips in the challenge rooms being out of the way of the "flow" of the room. I'd rather keep as much momentum as possible going through the level since that is where most of the fun is coming from considering the lack of any actual sort of challenge (again, from the ones I did try).
- Forgettable story, just a go here and help this group of people and then go here and help this group of people scenario.
- The gravity-changing sections don't really make much sense. It feels like they were designed for you to walk through them one specific way with "gates" you pass through that change the gravity for you. Not much point in having a gravity gimmick if all it ends up being is a glorified walking simulator section.
I'm sure there's some more stuff I could add to that if I really thought about it but I think most of the issues I have with the game come from the actual gameplay and level design. Momentum is cool, chaining rollouts is cool, using veggies is cool (in theory) but none of this stuff actually feels useful in regards to moving forward in the game. The levels feel like they are designed to be walked around in with the occasional platforming section instead of to be platformed around in. The reason using veggies is only cool in theory is because many of them feel kinda random in how they operate. A lot of times you'll just end up throwing a ton of them everywhere in an effort to get from one point to another and that just speaks to a lack of coherence in level design. The BoTW inspired climbing mechanic does trivialize most challenges assuming you always keep it fully stocked so you're also free to ignore veggies half the time as well.
The game definitely needed some more limitations imposed on the player in an effort to create more interesting and/or challenging scenarios. "Breaking" the game is cool and all but here it doesn't feel earned because it is so easy to do. Also there really isn't much point in going out of the way to "break" the game when the levels are all so small. The opening desert area is pretty big but the platforming sections in it are pretty spread out and there was nowhere I saw that I looked at and thought: "How do I get there?". The rest of the game from what I could see was just little hubs where most every area could be reached without requiring much thought or creativity.
Lastly, the couple boss battles I did play through were not at all difficult. I beat them both first try, although they were somewhat finicky. Now that's not to say them being made more difficult would automatically make them better because I think they just weren't very well designed in the first place but I don't have any real in-depth criticisms to make here aside from them just not being that fun.
Ultimately it feels like a game made for kids with some cool 3D platforming mechanics tacked on to garner interest from a different type of audience hoping for something more. As a kid's game though it could do quite well but in that case it would also need to be made much more intuitive on a lot of fronts.
2 votes funny
76561198167547680
Recommended10 hrs played (7 hrs at review)
The hops were indeed big
2 votes funny
76561199336826005
Recommended4 hrs played
It is wonderfull being a frog licking and jumping
2 votes funny
76561198032454787
Not Recommended1 hrs played (1 hrs at review)
Can't remap controls. Who decided to make crouch, which you rarely use, be both shift and right click, while roll, which you use constantly, is E?
1 votes funny
76561198313185705
Recommended18 hrs played (9 hrs at review)
This is one of the most interesting, yet satisfiying platformers i've played in a while. It gives me mario oddessy vibes & the music is pretty solid as well. 8.5/10 for me personally.
1 votes funny
76561197976960757
Not Recommended9 hrs played (2 hrs at review)
game is a pos that never should have been made. and don't waste your money on this crap.
1 votes funny
76561198233234804
Recommended7 hrs played (6 hrs at review)
im so hungry for bugs
1 votes funny
76561198282977675
Recommended17 hrs played (2 hrs at review)
I love frogs. I love the music. The movement feels nice and you can COLLECT LITTLE BUGS???? Sorry but this is a clear winner for the game awards 2026. 🐸 Am I biased? Absolutely. It's frogs after all. But for real. Nice game so far. It sure has some... kinks and bugs tho (like game bugs - the others too - of course).
The speedrun community is gonna love this.
Not sure if needed, but catapults can catapult your frog butt under the map and out of bounds. So like... keep an eye out for that... Also: stamina bar is optional if you can spam the jump dive at walls. 👌
1 votes funny













































































































































