I made my first game: Frogo Jump
At some point while I was learning Unity, I started building a small prototype just to try things out. Nothing serious at first, just experimenting with movement and simple mechanics.
At some point I had something playable. I even showed it to a few people on my phone, and they actually liked it. That was probably the moment where I decided that this could be more than just a test project. I thought, why not turn this into a full game and release it.
That game became Frogo Jump.
What the game is
Frogo Jump is a precision platformer where you play as a frog that fell into a well and has to climb out of it.
The controls are very simple. You only click left or right and hold. Depending on how long you hold, the frog jumps further. That’s all you can do. There are no extra abilities or complex inputs.
The interesting part is not the frog itself, but the world around it.
Each world introduces its own mechanics. For example, the first world has slime walls. When you jump onto them, you stick to them and can jump again from there. Another world is based on desert mechanics, where you have hot stones that you can’t stand on for too long and sand that you can fall through or jump through.
There is also an ice world with slippery surfaces and breakable spikes, and a Halloween-themed world with invisible platforms and traps. Some platforms move, some disappear, and some just kill you instantly if you don’t pay attention.
So even though the controls stay the same, the gameplay changes depending on the world you are in.
Why I made it
At the time, I wasn’t really thinking about making a “good” or “successful” game. I just wanted to build something myself and see if I could actually finish it.
It was more about learning how everything works. Level design, mechanics, how to structure a project, how to actually get something from an idea to a finished product.
I think that’s also why I didn’t overcomplicate the controls. Keeping the frog simple made it easier to focus on everything else.
Looking back
Looking at it now, Frogo Jump is not perfect. There are a lot of things I would do differently today, especially when it comes to visuals, consistency, and probably even the platform I released it on.
But it was my first finished game, and that alone makes it important to me.
It’s the project where I learned the most by actually doing things instead of just watching tutorials.
Play or check it out
If you want to see what it looks like, you can find it here:
→ Steam
I’ll probably write more about what I learned from making this game, because finishing a project like this teaches you a lot more than you expect at the beginning.



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