I normally avoid writing negative reviews for indie games, because it's a tough art and business and it doesn't make me feel good. I'm making an exception for this one because the negative reviews I read did not discourage me, so maybe there's room for some unique criticism.
I'm a big fan of chill, exploration-based games like A Short Hike and TOEM. That's the vibe that Time on Frog Island is going for, and a big reason why I ignored other negative reviews... complaints that it's too short or too shallow are common for this style of game.
The biggest surprise for me initially was its performance. I started the game on my PC, which can run Arkham Knight in 4K with high settings just fine, but even setting the game to 720p with "low" graphics didn't help (and looked really ugly). At that point I switched to my Steam Deck, which ran a lot better, but the characters are pretty small, so I wish I could have played at a higher resolution.
The next surprise was visual. In the game's promotional materials, Frog Island is presented as a sunny, pleasant little space to explore. There are shots that circle around landmarks and show some unique perspectives. In reality, the game has a completely fixed camera, at a high angle. There is no visible sky. And the game is only sunny at certain times of day in certain weather conditions: It is often rather dreary, de-saturated by rain or the night sky. Some games (like Animal Crossing: New Horizons) do a great job of making each time of day beautiful in its own unique way: This is not one of those. It's a shame that the game only does justice to its lovely character designs and key art for a few in-game hours each day.
Speaking of day/night cycles, they are aggressive here. This becomes an issue whenever the game's quests rely on characters who are only available during certain times of day. You have no inventory, and some quest items are creatures that won't sit still. If you try to wait out the night, you will be pestered by speech bubbles encouraging you to go to sleep.
That would be less of an issue if it were easy to manage your time. But the game's minimalist UI extends beyond the lack of inventory and fixed camera: There is no clock, no map, no compass, no quest markers, no words of any kind outside the pause menu. So if you happen to find a quest item, good luck finding your way back to whoever wanted it, assuming you have enough time to reach them and they're still in the same spot.
And dashing back to finish a quest might have still been fun, but the game's controls are slippery, and there is a very small window to take action when approaching a character... I lost count of how many times I pressed the button to talk, only to yeet the item I was holding over their shoulder instead.
Sure, the game is short. But complaining about that reminds me of an old joke... "The food here is terrible... and such small portions!"