Art
How the art is made: 3D parts baked into pixel art, animation, buildings by culture, and the checks that keep every unit put together right.

Frogs that fall over properly, and the site on a phone
Day eleven: dying frogs stop looking upside down and lie face down in 3D, and the website gets fixed up for phones, link previews and a filled-in devlog.

War beasts that walk, heroes for every race, and saves
Day seven: war elephants get jointed legs, every race gets heroes, matches can be saved and loaded, and a Steam Deck mystery of white boxes gets solved.

Tests that catch art bugs, tall walls and war beasts
Day five: automatic checks that every unit is put together right, walls your soldiers stand on, war elephants, herons and a bullfrog on a sling.

Siege engines with their crews, and arrows that miss
Day four: rams and siege engines with the crews that push them, rats grow to human size, and archers stop winning everything once their arrows can miss.

Workers that swing their tools, walls and a new name
Day three: units built from parts learn to work properly, centaurs kneel to forage, walls and gates go up, and Age of Whatever becomes Age of Anything.

Going isometric, an economy and five ways to draw a frog
Day two: 50 units through a two-tile gap, workers gathering food and wood, a bot that plays an opening, and five tries at what the game should look like.