I walked around for a little bit and then it crashed:
... it seemed it was about to transfer to the fly collection level as it happened.
Anyway I played a second time and it didn't crash. Here are some disorganized thoughts / comments:
* The camera gets really glitchy as I look up, seems like it just goes inside the frog model so you see random bits of the frog cluttering the view.
* The frog walk animation is totally out of synch with his actual movement, so there's just an extreme amount of footskate, which looks pretty bad to me.
* The rendering of the bubbles at the waterfall is just weird; they flicker and don't really add to the waterfall look. The static, opaque water in general is a bit jarring; if you can't do water, you should probably just not do water.
* The dialog bubbles have the comics-style bit that should point to the person who is talking, but they're not actually connected to the speaker at all.
* The edge of the world is very noticeable; it has giant black borders and I can climb it with my tongue. The camera can also rotate through it, showing the skybox without the tint that the translucent world-edge polygons give it.
* The skybox has seams at its edges, and has no bottom.
* If I fall a long way, especially if I hold shift to fall fast, I can fall through floors.
* I'm not sure why 'hold shift to fall fast' is in the control scheme at all -- doesn't seem to add anything
* The mouse picture used on the instruction screen is pretty jarringly out of place with the child's-drawing style; should probably use a simpler picture, and perhaps one without a scroll wheel (does the scroll wheel do anything? I never tried to use it, anyway)
* The squash and stretch on the flies causes their bodies to penetrate through their eyes, which looks bad.
* Challenge levels seem to have arbitrary unspecified time limits
* The title screen looks pretty janky
* Froggle sounds like some horrible mixture of frogger and peggle
* If I stand on the leafs that fall, my character jitters around in a weird way.
* Collision behavior as the character is right up against a wall is unpredictable, and sometimes causes jitter; this is very noticeable since the main mechanic pulls the player up against walls constantly.
* In the 'collect these red dots' minigame that you can get to up high in the level, it seemed like sometimes I was getting credit for collecting dots when I didn't go through them or even necessarily see where they were.
* The tongue can go through geometry pretty easily, since it's just a straight-line connection (no bending), not sure what you should do about it, but it's kind of jarring and unfortunate.
Organized thoughts/comments:
It's a neat mechanic, and swinging around the levels is pretty fun in itself. The 'challenge' parts of it feel pretty broken, especially when you realize you can just tongue up the side of any area to reach the top, and a lot of the game ends up revolving around struggling with the bizarre mechanics of tonguing a wall you're right up against, or right under. The most fun part -- swinging around -- feels marginalized because of this. The whole production is very rough around the edges.
Anyway, hope some of that helps. Nice work for a student project