Frogun

Join Renata as she adventures across a world of mystical ruins with the titular FROGUN! Frogun is an old-school platformer with the soul of the PS1/N64 era, in which your frog-shaped grappling hook is a your best friend!

Frogun is a cute, 3d platformer and female protagonist game developed by Molegato and published by Top Hat Studios and Inc..
Released on August 02nd 2022 is available on Windows and Linux in 3 languages: English, Spanish - Spain and Spanish - Latin America.

It has received 506 reviews of which 411 were positive and 95 were negative resulting in a rating of 7.6 out of 10. 😊

The game is currently priced at 4.99€ on Steam and has a 60% discount.


The Steam community has classified Frogun into these genres:

Media & Screenshots

Get an in-depth look at Frogun through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7
  • Processor: Intel Celeron G1820 / AMD Athlon II X3 455
  • Memory: 2 GB RAM
  • Graphics: NVIDIA GeForce 820M 1GB VRAM
Linux
  • OS: Ubuntu 12.04+ (or equivalent)
  • Memory: 2 GB RAM

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2024
This is a fun little PSX/N64 styled 3D platformer that feels like a mix between Crash Bandicoot, Ristar, and Captain Toad: Treasure Tracker. For the price of $7 on a Steam sale, this is pretty good. I really like the gameplay, it's pretty, picking up enemies and throwing them is pretty amusing. The game has a cute art direction. I do have a few things to note regarding technical issues with the game (Most severe first, with the more inconsequential stuff last), and then some minor qualms about the sound design. [*]The first technical issue is that the native Linux client (What you'll be playing on Linux or the Steam Deck by default), has extremely egregious stuttering and framerate issues that happen regularly during gameplay, and the fullscreen mode stretches on an ultrawide display. To fix this, you can just go to the compatibility settings for the game, and then set it to use Proton Experimental. For some reason, both the Windows and Linux versions are installed in the same directory, which means you have an extra copy of the game installed, don't get why this can't just be a separate depot. [*]The second technical issue is that you will need SteamInput force enabled in this game, despite the developers flagging it to support DualShock/DualSense controllers natively, because on the DualSense, the left analog stick's vertical axis is reversed, camera control is busted (You can't use the right stick, and for some reason the triggers handle the vertical camera control), and so is the D-Pad movement. This is a simple fix though, just enable SteamInput in the game's controller settings. I can't say if this will just work with DualShock controllers or on Windows, but my DualSense controller on Linux gives me issues. [*]The third technical issue is that while the game has a list of resolutions that can be chosen, stuff like 4:3/16:10/Ultrawide resolution support is nowhere to be seen. From what I've played of the game, there's no design choices built around a specific aspect ratio (like fullscreen UI elements that are supposed to be clipped) that would prevent supporting this. [*]The fourth technical issue is probably going to be a minor nitpick at best, but the moving platforms are seemingly using FixedUpdate for movement, which at least on my 175Hz monitor, results in extremely visible jittering when you have Renata on the moving platforms. I could attempt to fix some of the technical issues by creating a BepInEx mod, but I can't say for certain if I can find exactly what needs to be fixed (without simply bruteforcing a hook that grabs onto a function that changes the game's resolution) thanks to the game using IL2CPP (essentially it compiles Mono/C# IL code to C++ machine code, and it obfuscates a ton of things), which makes it more difficult to mod. Onto the sound design, things sound relatively decent, but I personally don't feel like the level finish (or when you finish bosses) has enough of an emotional impact compared to the standard level music. In other words, it doesn't give enough of a rewarding feel to it. It's a pretty fun game so far, just make sure to follow my advice by enabling SteamInput and using Proton Experimental on Linux and the Steam Deck to avoid most of the issues. EDIT: I've put together a mod to add ultrawide support to the game, trying to minimize stuttering issues (right now it's a simple FixedUpdate value workaround), and a way to offset the camera distance and height, that can be found here: https://github.com/KingKrouch/FrogunFix/releases
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Sept. 2024
A fun platformer game that's about as hard as you make it. Frogun, on the surface, is a beginner friendly platformer game that will let just about anyone complete it. However, as the game progresses and you learn more about it, it becomes a tough as nails precision platformer that will have you pulling out your hair. First, if you're not a completionist, then this game is pretty breazy, but it does start to require more and more precision as you progress through the worlds. The penultimate and ultimate worlds both require you to make some blind jumps and do some precisely timed jumps to make it through. Thankfully, you have infinite lives and each level only takes less than 3 minutes, most taking less than 1 minute, so even the most frustrating levels won't have you losing too much time on them. Now, the one major exception to the relative ease of the game is the final boss. The final boss has the most complicated move set of all the bosses and requires the most number of hits, and it is the most difficult boss to do damage to. Between all these things, it took me about half an hour to finally beat him the first time, despite beating all the other bosses on my first or second attempt. Now, if you want to complete this game, be prepared for some serious frustrations and a huge time investment. There are also several layers of completing the game, and each added layer is going to make your life worse. First, each level has several items to collect to obtain "emblems". These include: Collecting all coins in the level, collecting two special emeralds in a single run, collect a special section of the level to get obsidian, find the hidden notes, and complete the level under two different time constraints. So, most of the collectibles in the level are fun to find and get, but there are a few levels that require non-standard movement or searching to find/collect. For the most part, this isn't that bad, but it's annoying to search for one missing item over and over again with now hints as to where they are in the level. Once you've collected everything in a level, you'll next need to complete the speed runs. There are two speeds you'll need to beat to get all the emblems. One is the shown level time, which is usually pretty easy to accomplish so long as you just run through the level ignoring all the collectibles. The second is the expert time, and to achieve this time, you'll have to skip several portions of the level as well as performing perfecting elsewhere. On the bright side, you time resets back to 0 automatically when you die and go back to the start, and it will reset to the time you hit a checkpoint when you return to them after dying. On the down side, this reset happens AFTER you actually reset, so it looks like they don't reset. All this means is that I ended up resetting the levels manually for a long time before I realized this was the case. In addition to these special emblems, there is also an extra world to complete after beating the main game. These levels are just a set of more difficult levels, but the don't require anything special aside from time and effort. That is, with the exception, of the final "Extreme" boss rush. The extreme boss rush is brutally difficult and I don't really think it's worth the effort, but it's doable if you really want to do it. Now is the final piece of completion, that I haven't done, because it requires un-fun grinding after already completing everything in the game. This final peice is purchasing every hat and gallery image in the game. To make this happen, you're going to need 30K plus coins. After completing the entire game, replaying levels several times to get all the emblems, and grinding a little afterwards, I only made about 15K coins and had tons of coins to go to get everything. Honestly, I think the cost of everything should be significantly reduced after completing the game, or at least completing all the emblems, because it's just not fun to grind for these coins after already getting everything else in the game. With all that laid out, I only have one more thing to mention; Bugs. This game does NOT have a tone of bugs, but the ones that exist are annoying. One bug that is prevailent is the lack of animation cancelling. Whenever you skip a cutscene (which you're likely going to do a lot of) Renata is stuck in her surprised animation when you retain control of her. Luckily, you can still move with her, but it's a little weird to see her slide while reeling after every cutscene. Second, During the thirds boss, the ice wizard, they have an attack with an associated sound that is unaffected by the volume settings. So, unless you've left all the sound values at max, this sound is going to be extremely loud and come out of nowhere. Third, and this is partly my fault, if you reset a level enough times, the timer will no longer start and you'll be unable to open the menu. This can be fixed by dying, but it really shouldn't happen in the first place. Now, these last nit picks might just be me, but some of movement techniques that you'll use in the game have some issues. The biggest and most recognizable one is the aiming reticle. The reticle more often than not is lying to you. The way it works is that you'll see a grey reticle if something is being pointed at but too far away, then it turns red if it's close enough to "tongue" and pointed at. The issue is two-fold: the grey reticle is often wrong, as the tongue will hit things sooner than the reticle says it will. Next, and this is a much larger issue, when jumping, the reticle will almost always be wrong when it says that you're locked on. This is a major issue as you need to jump and tongue items dozens of times to make it through the game, and sometimes you'll see the reticle hit the target you're expecting, only to shoot over the object or under it, killing you instantly. The last thing is Frogun has some advanced movement tech, and I found it to be incredibly inconsistent. The main advanced tech is tonguing a platform above Renata and her jumping up the ledge. However, I couldn't figure out what would allow her to climb up and what made her just fall off. This really sucks, because you need to use this technique in a few levels to beat the expert times. If this tech isn't intended, then it's be great to see some ghost data in levels to see how to beat the expert times without "cheating". If it IS intended, then it'd be great to see some explanation on how to consistently make it happen. TL,DR: This is a great game that's worth your time and effort, but I suggest ignoring the completionist emblems because they really aren't worth it.
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Aug. 2024
Cute and generally fun, especially if you get it on sale, but be warned that the ending gets ridiculously hard. You should get this if you want a real challenge in the late game. DO NOT get this if you're looking for a nice easy casual kind of game.
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Aug. 2024
Frogun is a game clearly inspired by the original Crash Bandicoot series, offering gameplay that focuses on either slow, methodical collectible gathering or fast-paced time trials. The protagonist, Renata, moves relatively slowly and has limited actions—she can jump and use her gun to defeat enemies or as a hookshot to traverse walls and other objects. However, the gun's performance is inconsistent. Vertically, the crosshair might indicate a target, but the hookshot fails if Renata is too high. Horizontally, the gun can latch onto distant mushrooms yet might miss nearby walls. The camera, while generally serviceable, struggles to keep up during chain hook sequences, making already difficult sections even more challenging. The triggers for the fail animation are positioned too high, especially over water. If you step off a platform, you die instantly. The game isn't really hard, but adjusting the position of these triggers would reduce much frustration. The bosses are easy and boring except last one having few very quick attacks with little time to respond. Visuals are very charming with great character and enviromental desings. Songs are few and servicable. Completing the game can feel like a giant slog. After mastering every level, you still need to spend 2-3 hours grinding one just to buy out the shop. Tying artwork unlocks to master rank time trial [which aren't needed for "Completionist" achievment] and making coins a limited, non-farmable resource and adjusting hat prices to match coin availability seems like such a basic idea that it's baffling why it wasn't implemented that way. I had two crashes and no major bugs. Despite my complaints, I would still recommend this to platformer enthusiasts, but maybe not to completionists.
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July 2024
A nice 3D platformer with some corners made of crumbly cheese. It can scratch your collectathon itch for sure, but could have been better. The visual design is all there -- very clean, cute, friendly. The cartoony look of it drew me. The controls are almost there: immediate character control and jumping are A-okay, with no need to fall back on the ol' double-jump for mid-air steering, which games sometimes do to make up for inadequate design in that regard; the tongue targeting, however, is fiddly, and just because you get a red reticle instead of a gray doesn't mean the tongue will actually stick . The levels are likewise almost : pretty fun to navigate for the most part, though the same-y-ness and dearth of novelty can mount towards boredom during extended play sessions. The bosses, now, are all "level" bosses and I think they're great! You can only hit them at certain well-telegraphed intervals, so there's no room for hidden strategies to cheese them or rush them to their doom -- yet I loved the obstacles they threw at me. The two boss rushes at the very end may have been the high point of the game for me. I think this idea, this look, this brand has a kernel of awesomeness in it, and I would like to see what it grows into. More novelty! Fix the tongue fiddliness! Maybe a greater feeling of elasticity to the movement! Close the gap between "trivial to simply beat the levels" and "extremely time-consuming to hundred-percent for adequate challenge"; for that reason I think I played a little longer than I needed to and I still didn't get the last cheevo because it would have taken four-to-five hours of coin grinding just to unlock the artwork!
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Last Updates

Steam data 19 November 2024 21:12
SteamSpy data 21 December 2024 04:36
Steam price 23 December 2024 20:33
Steam reviews 22 December 2024 07:46
Frogun
7.6
411
95
Online players
7
Developer
Molegato
Publisher
Top Hat Studios, Inc.
Release 02 Aug 2022
Platforms