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Frobert's Adventure's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #25 | 3.312 | 3.312 |
| Graphics | #52 | 3.500 | 3.500 |
| Fun | #52 | 3.250 | 3.250 |
| Audio | #68 | 3.188 | 3.188 |
| Overall | #70 | 3.179 | 3.179 |
| Controls | #71 | 2.938 | 2.938 |
| Theme | #92 | 3.062 | 3.062 |
| Originality | #97 | 3.000 | 3.000 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.7.2
Theme Interpretation
You have to repair the signal for the towers out in the desert
Wildcards Used
Left Wildcard
The first wildcard (description pending)
Middle Wildcard
The second wildcard (description pending)
Right Wildcard
The third wildcard (description pending)
Source
https://github.com/Treehousegaming193/GWJ-98
Discord Username(s)
Treehouse_gaming, .atua, estinnen, hatmix, tacocrazy
GWJ Participation Level
This is Hat's 8th and my 3rd
Team Size
5
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
Well done, I liked how easy the control scheme was to learn, and the art direction is excellent. The wind mechanic was a little tricky, I didn't enjoy having to wait to make a jump that could only be made with the wind going in the right direction. But overall, it's a polished entry.
This could be a great rage game but I appreciate that it wasn't, if it makes sense. Nice gameplay and really nice visuals. Nice work!
Fun game, has some pretty nice visual effects.
Background tune was catchy
Was a bit boring to wait for the wind to change though, just doesn't feel super good for the player.
Overall though a really nice job!
yay, I beat all levels. Your jumping mechanic is similar to ours :D Some platforms took a few tries, but I think it is well balanced. Nice game
Love the idea of the flashlight and wind mechanics! It feels a little claustrophobic, though, which makes me think you've got the perfect formula for a horror game if you ever want to take it in that direction! The controls were a bit tricky, but the concept was really nice. Great job!
I really liked the idea of having the wind direction affect your jumps!
Sometimes the wind seemed to stay in the same direction for quite a while, so it might be worth making it change at regular intervals or setting a maximum duration. Overall, I thought it was a fun mechanic!
I agree with some of the other comments, the randomness of the wind was a little annoying at times.
I really liked this one, simple controls, visuals/sfx were well done, and a nice balance between there being some stakes (falling down a few levels) while not being too punishing.
You would not BELIEVE how long I stared at the "select next level" screen thinking it was a loading screen hahaahhahhahhaahhaha. I liked this game and feel like this type of approach to a "wind" mechanic has been underserved outside of the Worms franchise (one of my absolute favorites). I do think the wind being random (I think?) was a little worse than the wind being a fixed element of the puzzle may have been? But I don't know. It was cool, nice job!
Fun game but waiting for the wind was kinda annoying, I would've liked to have an option to switch it manually.
I liked the jumping, it was well made
The wind makes this a tough one, took me several mins to realize i could use the Mouse to shine my flashlight! I like the hop charging up, thats a very cool Frog mechanic! I assume you cant move on the ground for the frog hop, it makes the game feel slow only moving through hops.
Solid build overall. I didn’t run into any bugs or technical issues, and the core idea was easy to understand pretty quickly.
I especially liked the presentation of the wind. Frobert’s bright colors make him easy to track, and the scarf is a really effective way of communicating both direction and intensity without needing another UI element. The flashlight revealing the platforms also worked well visually.
The biggest issue for me was player agency around the wind. Since jumping is charge-and-release and your midair control is fairly limited, I often found myself waiting for the wind to become favorable before making a move. That worked better when it changed direction frequently, but on some of the later sections I spent a fair amount of time just waiting for conditions I couldn’t influence.
I think I’d enjoy that system more if the wind had a readable pattern I could learn, or if there were some ways for the player to manipulate or counter it.
Then waiting could become part of planning rather than feeling somewhat random.
The music loop worked well and never bothered me despite hearing it for a while.
One audio thing I would revisit is the repair sound when holding E. It was substantially louder and sharper than the rest of the mix on my end.
Overall, this felt like a very stable and complete jam build. I think tightening the relationship between the player and the wind would make the platforming considerably stronger.
Cute game! I think the graphics and music were probably the strongest elements overall. I liked the art of the towers from the level select screen, too. The controls took some trial-and-error to figure out, as it wasn't immediately clear to me that I could control the frog in the air, so I initially waited for the wind to go the direction I wanted. I would have liked to have seen the theme play some role in the mechanics, as well.
Good work to the team! I hope to see more.
Thanks for playing and commenting! Yeah, we didn’t arrive at an idea for strongly integrating the theme with gameplay. I’ve added some instructions in the game page description, now. Thanks for the reminder!