
Loot Frog is an incremental action bullet hell about breaking pots, collecting gems, and fighting an evil cult. Upgrade your gear, unlock new abilities, explore diverse biomes, and push deeper into increasingly chaotic battles.
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About
Loot Frog is an incremental action bullet hell where you smash pots for loot, fight an evil cult, and grow stronger with every run.
There are no resets and no idle mechanics. Every upgrade is permanent, and every run pushes you forward.
Start small. Build momentum. Become unstoppable.
A tightly designed 3 hour experience that keeps you coming back for "just one more run".

Break pots, defeat enemies, and collect resources to fuel your progression.
Unlike traditional incremental games, Loot Frog is fully active. You'll be constantly moving, dodging, and making real-time decisions in chaotic bullet hell combat, not just watching numbers go up.
The better you play, the faster you grow. Every run makes you stronger, pushing you deeper into the dungeon.

Every level introduces new enemy types with distinct behaviours, keeping combat fresh and challenging.
Face aggressive elites that test your skills, and take on unique bosses with different bullet patterns and mechanics at the end of each biome.
Progress through 25 handcrafted levels across 5 biomes, each with its own challenges, hazards, and enemies to master.

Unlock a large branching skill tree with 200+ meaningful upgrades and abilities that drastically change how you play.
Focus on survivability, explosive power, or resource efficiency and create a build that fits your style.
There's no single correct path. You play at your own pace.
Join our Discord server to stay tuned, share feedback, and chat with the community. The link is in the sidebar!
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Reviews
Themes across 159 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Welcome To Grind Frog 🐸[/h1] [b]This game went from "one more upgrade" to "why am I doing this to myself?" REALLY fast.[/b] The first area is actually pretty fun. You grind up emeralds, buy upgrades, and feel like you're making progress. Then you hit the snowy area and the progression falls off a cliff. ❄️ [b]8% movement speed? 10% damage?[/b] Cool. See you after a run and a half of grinding. The rewards simply aren't worth the time investment. And just when you've spent all that time building up a mountain of emeralds... 💎 [b]"Oh, you wanted to use those? Nope. New area, new currency!"[/b] Now your emeralds are basically useless because everything requires sapphires instead. That's not satisfying incremental progression. That's [b]putting a new coat of paint on the same treadmill.[/b] I genuinely don't think the developers played far enough into their own game to properly balance the progression. [b]The concept is fine, but the grind needs a serious haircut.[/b] [h3] Why not just let me keep upgrading the first branch indefinitely - or at least double the amount with my already earned (instantly useless) emeralds? [/h3]
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Languages: English, French, Italian, German, Spanish - Spain, Czech, Indonesian, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal +8 more
Hours played at review time, across 159 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Looking for a game that perfectly balances incremental hallmarks with action gameplay? Where skillful play allows you to get just a little ahead in the skill tree? How about a satisfying loop, where upgrades feel meaningful and the engaging gameplay staves off a bit of the tedium and repetition inherent to the genre (which, to be fair, is the reason those of us looking to their brains off love it). Well, keep looking. I'd been keeping an eye on this one since one of the recent Nextfest demos; I'll be honest, I'd practically been counting down the days. Now, even having played that demo, I knew this was nothing revolutionary, but it appeared, at least, to be an action-incremental that captured some of the charm of the best in the genre, like Shelldiver, or the overlooked, absolutely fantastic Ignoble. And, for the first few stages, it pretty much is that. It doesn't really rise much above competency, even in its finest moments, but it doesn't really need to; the constituent elements are pure dopamine, reduced to its simplest, and often most addictive, form. Where you'll feel Loot Frog going astray first is the need to repeat stages, even early on, for the meagerest rewards. A bit of grinding is inherent to the genre, but in the best games of this ilk, it will be rewarded with breakthrough moments where you momentarily feel broken, finally push through the wall you've been grinding against, and continue the loop, the stakes raised but your power having raised commensurately alongside them. And this is where Loot Frog's biggest problem comes in. You'll often need to max out the available skill tree around the third or fourth of those stages just to squeeze by--but you won't feel empowered, gratified, or even like you're having much fun, Chances are, even on Normal, you'll be more likely to feel frustrated at realizing that this is, at the end of a day, much more of a bullet hell than anything else. Which is an absolutely fine thing for a game to be, but not when its welded to a poor incremental, that has you grinding the same stages over and over, just to have a hope of executing the near-perfect play it requires to complete a stage by the halfway point of the game. What you're left is with a game that has all the tedium of an incremental, with none of the joys, and waves and waves of bullets piled on top. Credit where credit is due, the art is pretty good, it controls well, and the bullet patterns are well-designed and occasionally fun to dodge. But, even if you do manage to dodge them and manage some counterattacks, you'll do only piddling damage. Boss battles stretch to the ~5 minute mark, and you'll use all the tools available to you to chip away at the boss' massive health bar--very, very slowly, and very, very unsatisfyingly. Can it be mixed? Yeah, to some extent, probably, since the most glaring of its issues are in its balance. Would those fixes make this a stand-out in the genre? Not really, but it might make it one worth recommending.
Ich kann einige der Beschwerden über den Grind ehrlich gesagt nur bedingt nachvollziehen. Lootfrog ist nun einmal zuerst ein Bullet Hell und danach ein Incremental – und zwar genau in dieser Reihenfolge. Wer erwartet, dass nach wenigen Minuten nur noch Zahlen explodieren und sich das Spiel anschließend von allein erledigt, ist hier vermutlich mit der falschen Erwartungshaltung herangegangen. Man muss aktiv spielen, seine Runs absolvieren und sich nach und nach stärker machen. Ja, dazu gehört auch ein kleiner Grind. Aber wann ist eigentlich aus ein bisschen Progression direkt etwas Negatives geworden? Ich habe Lootfrog für YouTube aufgenommen und dabei komplett durchgespielt. Nach ungefähr vier Stunden war ich durch – und für mich war die Mischung aus Bullet Hell, Fortschritt und Grind ziemlich gut ausbalanciert. Vier Stunden für einen vollständigen Durchlauf sind nun wirklich keine künstlich gestreckte Lebensaufgabe. Lootfrog weiß ziemlich genau, was es sein möchte: ein kurzweiliges Bullet Hell mit Incremental-Progression. Wer ein reines Idle-Spiel sucht, wird hier vermutlich nicht glücklich. Wer aber wirklich selbst spielen und dabei Stück für Stück stärker werden möchte, bekommt ein rundes kleines Spiel, das seine Spielzeit meiner Meinung nach ziemlich gut nutzt.
Normally incremental games are satisfying, steady, albeit sometimes slow progression. This game isn't that. Grindy slog, bad damage scaling, awful progression pacing, it's really just annoying... I'm at the "end" where its boss gauntlets. All it is, is more bullets, more HP, and sprinkle in some extra enemies for... flavor? I guess? Absolutely pointless and annoying.
[h1]Loot Frog: 2.4h | 100% Completed | Achievements (50/50) | Recommended[/h1] [h1]Achievement Breakdown[/h1] [b]Grindy Achievements:[/b] No. [b]Missable Achievements:[/b] No. [b]Difficult Achievements:[/b] No, it's fairly easy. [h1]About The Game[/h1] [b]Loot Frog[/b] is an incremental game with bullet hell features, where the more you advance in the game, the crazier it gets with projectiles everywhere and you don't even know how to avoid them. The core gameplay is simple: you have a stamina bar that works as a time limit for each run you do. During that time limit, you need to kill a certain number of enemies or destroy a certain number of pots to summon a mini boss. Killing the mini boss unlocks the next map until you reach the final boss for the scenario. The more you progress, the stronger your enemies get and the more resources you can collect to upgrade your abilities. [b]Pros:[/b] [list] [*] Visuals [*] Original Soundtrack [*] Smooth Skill-Tree Progression [/list] [b]Cons:[/b] [list] [*] Too Short / Lacking Endgame [/list] [h1]Should You Buy This Game?[/h1] [b]Yes.[/b] I was on the fence about buying this game due to the number of negative reviews complaining about how unsatisfying the progression felt on release, saying that instead of getting stronger, you would get weaker as you progress. I played the game on version 1.1.0, which had big balance changes to improve all that, and I can say that the game is now quite good to play! I feel like I should really explain this because the game is being made by only 2 developers and they listened to feedback really quickly. So if the balance problem was holding you back, just go for it and buy the game. [h1]In-Depth Review[/h1] [h3]Visuals[/h3] The visuals were what drew my attention before buying it besides the Bullet Hell gameplay. The pixel art creates this whole frog in a swamp vibe that makes it unique. Credit to the enemy variation too. All the enemies have different patterns and styles. [h3]Soundtrack[/h3] I have to compliment it because it's a collection of original tracks that reinforces the arcade swamp feeling that suits the whole game. It's not memorable but it does a really good job of elevating the game. [h3]The Game[/h3] The game is quite straightforward. I didn't have much trouble grasping the mechanics or passing through the levels. The ability interactions are really well thought out. You can chain your dash to reach the spiky ball and make it bounce more times. Or you can get the high jump to blitz through the map, collecting loot and doing a ton of damage with flames on bosses. These interactions make the gameplay fluid and satisfying. The only setback is that I think it's too easy. By the endgame, I killed all the final bosses just by staying on top of them and dodging/abusing impact frames to kill them with flames + buffed attack damage. It's a pity because I could see that all of them had really cool patterns. The final boss battle against [spoiler]Vaelith[/spoiler] caught me by surprise though. The developers did some good work there. [h1]Conclusion[/h1] [b]Loot Frog[/b] is a short, well-made incremental game with a lot of good things if you take your time to find them. Finding out this was made by only 2 developers is also really surprising and I'm always all in for supporting games made with care. And you can see they have a lot of care for this game seeing how quickly they listen to feedback and apply it. It's a pity it was short, but the adventure was fun! Looking forward to the next games.
带有动作元素的躲避弹幕性质的增量游戏,全成就流程在2.5小时上下,可操作性和可玩性很高,升级的数值成长也很平滑,上一个玩过类似的还是咖啡星矿工,比起带有挂机性质的,我更喜欢这种,像素画风的小青蛙也很可爱,加购的支持者包DLC里还有我最最钟爱的换皮系统,甚至皮肤数量还不少,爱死了 ———— 顺便说一句,作者是空洞骑士玩家吧,这最终boss的技能和辐光简直一模一样,激光,追踪球,360°尖刺,真是回想起了打五门的一段美好回忆呢
Congrats, you've made an incremental game with none of the satisfaction of exponential growth scaling that every other game in the genre relies on. Upgrades are so incremental you basically need to fully upgrade the first tree before fighting the 5th stage boss, no matter how skilled you are at bullet hells. You simply don't have the DPS to progress without timing out... ...and then you start the next area, and a bunch of your upgrades are rendered irrelevant. New currency and tougher everything mean you're back to smacking a pot 4-5 times to get a single piece of currency. And what can I spend that currency on? Removing one second from my shield regen. 45 seconds down to 44 seconds. Wow, don't give us all the cool ♥♥♥♥ at once. The game seems to consist of grinding the same level over and over until you've earned enough DPS to progress. As someone who's played dozens of incremental and bullet hell games... hard pass...
【一个毫无趣味性、爽感且各种设计都不合理的扣搜游戏】 客观而言-----从游戏的角度来说 本身可以给60分 虽然不好玩 但也是一个完整的游戏 没什么bug 内容也不算特别少 但结合这个价格的话只可以给55分 而要从增量的角度来说 30分顶天了 (满分100) 游戏最核心的缺点是: 1、资源+升级所带来的成长无法覆盖游戏的难度。 游戏给的资源 基本只够你堪堪打过boss(操作一般的情况下) 然后打完这个boss 以为可以爽一下 结果发现下一关更难了 2、资源清零 打完一个boss后会解锁一个升级分支 但是 但是 新的一个分支 获得的资源要从零开始 体验基本等于从零开始玩这个游戏的时候 罐子只掉一个豆 怪只掉一个币 然后开始马拉松式的打怪升级 (如果作者能把之前分支中的资源类升级 比如多掉一个豆这种带入下一个分支 其实还好一点 能加快游戏节奏 而不是这样便秘式的体验) 3、爽感不足 其实不应该说是不足 而应该说是没有 这个游戏没有给我带来任何的爽感 除了1-5关 也没有任何的趣味性 因为后面的几个关卡就是1-5关的重复体验 不同的只是怪物 多了些陷阱 其他类型的游戏其实也是这样设计 但人家有丰富的技能树 能够秒怪 而你呢? 普攻速度慢 范围小 伤害低 根本不能用来打怪 技能种类又少 而且都相当没有视觉效果 比如弓箭 你就不能一次射10箭?就不能一直射 速射 散射 非要那么久冷却? 比如炸弹 这个也是重量级 全程需要跑图放炸弹 怪物踩不踩还很难说 你就不能设计成丢出去 直接炸? 比如箭塔 你就不能设计成加特林那样? 还有什么尖刺球 和砸地那个 还需要我自己去捡 作者你自己说一下 这两个技能有趣味性吗? 而且 而且 这些技能伤害非常低 你特么一次丢10个 如此抠抠搜搜 你做的增量游戏吗?有一点爽感 有一点快感吗? 一款合格的增量 最少也要做到前期坐牢 中期爽 后期爽到无聊吧 而且你的这些技能有一个算一个 有一点逼格吗? 你弄个闪电链 一次电特么一群不行吗?增量游戏最核心的技能你都不弄? 4、价格 太贵了 完全不值 5、中午不全 整体玩下来 一点不爽 资源少 升级慢 打怪难 我全程没体验到秒杀的快感 我是为了增量爽来的 但玩下来只觉得累 我宁愿这游戏永远停在测试版 因为正式版给我体验甚至不如测试版 最近玩了那么多游戏 还是第一个玩到一半就不想玩了的(如果不是中途去洗澡 回来发现3个小时不好退款 我硬着头皮玩又玩了一半 还是放弃了)
sucks
Very good skill based incremental game. Ignore Mixed reviews. Recommend playing on Very hard if you find the game too easy. 3 hours game play on very hard for full achievements.
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