I know it's been forever since I last posted about this game. It's not dead though! I've been chipping away behind the scenes trying to keep things moving.
I did publish an update back in November, although it wasn't a particularly flashy update since it mainly involved re-factoring the entire player code base.
Something I am experimenting with is trying to figure out how to incorporate a sense of urgency in the game. The original Frogger used a timer. However, in experimenting with that I don't really like it. I'd prefer something tied to the in-game world, rather than just an abstract timer.
One idea was having time-limited goals. For some reason, the first idea I thought of was having the player rescue other frogs that are strapped to bombs set to timers. If the player takes too long, the bombs go off.
Another option was having something like the Spelunky's ghost; IOW, if the player takes too long, some sort of threat appears that stalks the player in the level and adds more challenge.
If anyone has any ideas, I'd love to hear them!
Beyond that, I'm working on more of the back-end stuff, refactoring old code and trying to build a more modular code base for future development. Also currently working implementing a settings menu and the option to re-assign player controls. It's not flashy, but it's necessary.