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.