Compare Gun Frog prices across 50+ stores and find the best deal. Developed by Zoteling. Published by Zoteling. Released on 10/12/2024. Available on PC, Mac, Linux. Genres: Indie.

A physics-powered micro-adventure about a frog who swallowed a firearm and somehow made it work, three hours of bouncy, bullet-time chaos that punches well above its price.

I have a soft spot for the kind of game that fits entirely in one developer's head, and Gun Frog from solo dev Zoteling is exactly that kind of thing. You are a small frog. You ate a gun. King Toad ate one of your friends. The math is simple, and the game never tries to make it more complicated than that, which is honestly part of its charm. What makes it worth talking about is the physics. Lily pads behave like trampolines with opinions, the bounce height feels genuinely unpredictable in a way that rewards experimentation rather than punishing it. You learn, pretty quickly, that staying airborne is the whole language of this game. Movement and combat feed each other: a well-timed pad launch puts you in a perfect arc to shoot down into a cluster of flies, and the bullet-time system (yes, there is a bullet-time system in a game about an armed frog) lets you stretch those airborne windows into something almost meditative. The scattergun, in particular, has knockback strong enough to use as a vertical boost if you angle it toward the ground, which feels like either a bug Zoteling decided to keep or a stroke of accidental genius. Community players have discovered and celebrated exactly this kind of thing. The game runs across seven distinct bosses and locations, and at roughly three hours of average playtime, it knows its own length. That is rarer than it sounds. There are no filler zones, no padding. The character customization is light but present, which adds a thin layer of personal investment. The cartoon-gore aesthetic sits in a cheerful, absurdist register, cartoonish blood splatter on enemies that reads as slapstick rather than grim. The overall visual tone is colorful and stylized, somewhere between a Saturday morning fever dream and a very small open-world shooter that forgot to be boring. The rough edges are real. Some enemy behavior can feel relentless in a way that reads less as a difficulty spike and more as an oversight, a few community reports mention specific encounters that feel tuned a beat too hard relative to the rest of the game. And at three hours, players who need a meatier campaign will bounce off it (pun very much intended) before they find their rhythm. This is not a game that asks a lot of you, and it does not give a lot back in raw content terms. But what it does deliver is a coherent, handcrafted little thing with a clear authorial voice. The premise is ridiculous, the execution is tight where it counts, and the Steam community reception has stayed genuinely warm since launch. For the kind of player who appreciates a small game that commits fully to its own logic, Gun Frog is quietly satisfying in the way only these tiny solo-dev releases can be. Kai, Scout Team

Gun Frog
Indie

Gun Frog

Oct 12, 2024Zoteling
GamerScout Says

A physics-powered micro-adventure about a frog who swallowed a firearm and somehow made it work, three hours of bouncy, bullet-time chaos that punches well above its price.

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Screenshots & Media

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About Gun Frog

I have a soft spot for the kind of game that fits entirely in one developer's head, and Gun Frog from solo dev Zoteling is exactly that kind of thing. You are a small frog. You ate a gun. King Toad ate one of your friends. The math is simple, and the game never tries to make it more complicated than that, which is honestly part of its charm. What makes it worth talking about is the physics. Lily pads behave like trampolines with opinions, the bounce height feels genuinely unpredictable in a way that rewards experimentation rather than punishing it. You learn, pretty quickly, that staying airborne is the whole language of this game. Movement and combat feed each other: a well-timed pad launch puts you in a perfect arc to shoot down into a cluster of flies, and the bullet-time system (yes, there is a bullet-time system in a game about an armed frog) lets you stretch those airborne windows into something almost meditative. The scattergun, in particular, has knockback strong enough to use as a vertical boost if you angle it toward the ground, which feels like either a bug Zoteling decided to keep or a stroke of accidental genius. Community players have discovered and celebrated exactly this kind of thing. The game runs across seven distinct bosses and locations, and at roughly three hours of average playtime, it knows its own length. That is rarer than it sounds. There are no filler zones, no padding. The character customization is light but present, which adds a thin layer of personal investment. The cartoon-gore aesthetic sits in a cheerful, absurdist register, cartoonish blood splatter on enemies that reads as slapstick rather than grim. The overall visual tone is colorful and stylized, somewhere between a Saturday morning fever dream and a very small open-world shooter that forgot to be boring. The rough edges are real. Some enemy behavior can feel relentless in a way that reads less as a difficulty spike and more as an oversight, a few community reports mention specific encounters that feel tuned a beat too hard relative to the rest of the game. And at three hours, players who need a meatier campaign will bounce off it (pun very much intended) before they find their rhythm. This is not a game that asks a lot of you, and it does not give a lot back in raw content terms. But what it does deliver is a coherent, handcrafted little thing with a clear authorial voice. The premise is ridiculous, the execution is tight where it counts, and the Steam community reception has stayed genuinely warm since launch. For the kind of player who appreciates a small game that commits fully to its own logic, Gun Frog is quietly satisfying in the way only these tiny solo-dev releases can be. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Physics MovementBullet Time MechanicBoss RushShort RuntimeKnockback AbuseSingle Dev

System Requirements

Minimum

OS
Windows 7 or higher
Memory
4 GB RAM
Storage
1 GB available space
Processor
2 Ghz

Reviews & Ratings

No ratings available

Game Info

Developer
Zoteling
Publisher
Zoteling
Release Date
Oct 12, 2024

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