Frog25

Frog 24 is a game developed in under 24 hours for the Finnish Game Jam 2025, under the theme "Bubbles."
It is a very simple game, in which you play as a frog catching flies with it's tongue.

Click here to go to the download page!


Mikko Anttila - Programming
Johanna Karkinen - Programming
Antti Karkinen - Art
Juuso Anttila - Cover Art







Development Log

Base Information

I was recruited to Frog24 only a day prior to the start of development, which we planned to do over the course of only 24 hours, despite the typical 48 hour limit of a game jam.

The reason for this decision was due to how artwork for the project was done. Instead of digital art, our artists physically watercolored and photographed the artwork which was later cut into pieces and stitched together in Unity.


I was personally the lead programmer for this project, as our other programmer was doing so for the first time in years. I was responsible for the main gameplay mechanics, while they handled most of the polishing work.

Day #0

Day 0 was effectively the evening of the day before we began. We brainstormed ideas, with Johanna providing the main outline for the game in form of this drawing:
(Easier to read if opened in a new tab)
The original plan included multiple stages, which would end in a pleasant scene showing how the minigames connected together. However since the start it was agreed there was a possibility we would only get one of the minigames done.

Day #1

In the morning of Day 1, before we began to work Johanna would upload a more detailed plan for the first minigame, visible below:
This plan was followed and would later end up being all we managed to accomplish, which was not a surprise due to the limited time.

We began proper work at 12:00 local time, with some hiccups with github and our artist being late due to traffic. Eventually however both of these issues were resolved and work began properly.
Over the course of the next few hours, I would implement into the game the following main features:

  • A tongue which shoots out into the spot you click, latching onto the first enemy it collides with.
  • A sound system which played all audio with a pitch change between -20% or +20%
  • A fly controller and spawner system which creates between 5-8 flies at the start of the game. These flies will then proceed to move in a figure 8 pattern of a randomized size, speed and direction. This movement ends if touched by the tongue

Rest of the time was spent on less notable features such as a simple main menu, syncing the mouth animation with the tongue, and assisting other team members.

By the end of the first day, the game was mostly complete, only requiring some polish such as a proper end screen.

Day #2

I would end up waking early on Day 2, and thus began working at ~9:00 despite the fact we had collectively agreed to gather around 10:00.
During this time I would implement new sound effects, add the end screen to the game, and adjust some of the UI and hitboxes for the game.

After all of us gathered up, around 10:30 due to external issues in part of some team members, a last few changes were made, mostly adjusting game settings such as adding an Icon to the game, officially leaving the game with the prototype name "Frog24" (a reference to the fact it was a frog game made in 24 hours.)
We would keep up with work until around 12:00 at which point Johanna would build and upload the game to the Global Game Jam site.
The game was then simply published, with that being the end for the project as there was no celebration or other aftermath event. Unfortunately our game did not seem to get into any of the aftermath livestreams either, as the presenter forgot to turn their monitor on for the first few games which likely included ours.

TongueController - An Example of work


These are the variables used to control the tongue. Most of them are self explanatory or will be explained below.


The Update function handles finding the mouse position when you click, it then saves this position and changes the tongue into a "Firing" state which prevents you from changing the position, and also is a important later in the fixed update.


The fixed update checks if the tongue is in "firing" state. If so it begins a countdown for how long it remains here (called "lingering") as long as the tongue is lingering it gets repeated bursts of velocity toward the position where you clicked.
Finally once the lingering ends, it undoes the firing state and simply launches the tongue back toward the mouth, which is marked by a simple empty game object.
Its notable, that this script is attached to the tip of the tongue, meaning that when the tongue is for example pulled back, the rest of the tongue "trails behind" giving a little strange look, but one we did not bother to worry about due to the limited time.


The final function of the tongue checks if its collider touches with a fly, if it does it pulls the fly to the center of the tongue tip, and then forms a hinge joint to keep it attached. It also just disables the movement for the fly's controller to prevent it from forcibly moving around while being grabbed.'