Ribbit Relay
Drag, aim, and hop your way through an endless pond in Ribbit Relay!
Getting tired? Tag in your frog friends for help! But be careful—if you run out of stamina, you’ll get abducted!
🐸 Collect and Upgrade Your Frogs!
Recruit new frog friends and power them up with upgrades for Stamina, Speed, Recovery, Resistance, and your Ultimate Ability.
⚡ Use Your Ultimate Ability!
Need a quick break? Activate your Ultimate to speed through obstacles in a flash! Your Ultimate charges every 50 points and persists across lives, so use it wisely!
🪵 Challenge Yourself in Infinite Log Mode!
Looking for a something a little tougher? Try Infinite Log Mode, where all obstacles are replaced with moving logs! Your score in this mode is tracked separately, so your main progress stays safe!
How far can you hop in Ribbit Relay? Download now and find out!
Release Date: 2/23/25
Solo Developer
Development
I began development of this game in early 2024 as a demo, but after the base gameplay was done I did not return to the project for a while. After graduating in late 2025, I decided to pick the project back up as a small boost to my resume. The gameplay is inspired by the Overwatch custom game “Bastion Stairs,” a game in which the player climbs up a set of stairs as quickly as possible while fighting against a stamina bar.
Original ideas for the aesthetic included a rocket ship jumping across different planets, however, I wanted to settle on a simple voxel art style and felt that visualizing rockets, planets, and different effects with voxels would be more work than it is worth. I ended up settling on the idea for a frog jumping across the pond when I was doing a playtest and was reminded of Frogger.
The art style and gameplay were easy to figure out once I had a direction, but the hardest part in the creation of the game was balance. I wanted a way to incentivize the player to continue playing, so originally I had coins and planned to add cosmetics. The cosmetics included accessories for the player’s frog, such as hats or glasses, but I felt as though cosmetics could only lead the player to replay the game so much. I really enjoyed the idea of the player being able to change their frog though, so I decided on adding the relay system in which a player changes to a new frog every 25 platforms. In order to keep the incentive going, I turned these frogs into currency that the player can use to upgrade, decreasing the difficulty of the game with each upgrade.
The original code for Ribbit Relay’s foundation is open-source and available on my GitHub. Eventually, I plan on uploading the updated final code of the game so that developers can get an idea of how I created different systems or add some changes of their own.





