Much like Hansel and Gretel, this one needs a bit more time in the oven, I fear.
The overall setting and structure for JAFT are nothing close to original – the player character is a ten-year-old who’s contacted by a wizard and transported to a fantasy land to save it from a wicked queen – but some good old tropes are good and old for a reason. Entering the world is at first like entering a warm bath, as you pick clean a homely cottage in the woods and then enter a dark forest for some light adventuring. The writing is undistinguished, but fits this high-fantasy story with a pre-teen protagonist just fine.
There are a few things that distinguish JAFT from the countless other stories with similar premises. First, there’s a note of whimsy and humor – I’m thinking especially of the puzzle involving the trolls (Spoiler - click to show)(they’re from Poland, so of course when they’re turned to stone by the sun, they transform into poles made of petrified wood) and a punny bit of business involving a magic clock. Several puzzles also have alternate solutions or offer multiple paths through the game, which is very helpful given that I found the difficulty level of the game quite high.
On the negative side, there are two primary issues I had with JAFT that wind up reinforcing each other. Many puzzles rely on what I’d call pixel-hunting design in a graphic adventure – there are many progression-critical objects that can only be found by methodically examining every single word that’s mentioned in a description, and even some that aren’t (Spoiler - click to show)(for the former issue, I’m thinking primarily of the sprig of thyme, where you need to examine one specific piece of the hedge despite there being no reason to think to look there; for the latter, all of the hidden spots on walls that don’t draw any attention to themselves).
The related issue is that “near-miss” solutions don’t wind up generating helpful nudges to the right track, but rather parser confusion. I had to go to the walkthrough to get through the aforementioned bit with the trolls, because something I was expecting to be there wasn’t, and the responses to trying to interact with it didn’t lead me in the right direction, even though what was going on should have been obvious to the player character (Spoiler - click to show)(that is, I kept trying to X TROLLS or X STATUES to no real effect, even though apparently there were a bunch of undescribed giant troll-shaped wooden poles lying in the clearing). Dialogue with characters similarly felt very fiddly – there was one puzzle (Spoiler - click to show)(talking then listening to the wind to get the dragon’s name) that I couldn’t get to work even when I was trying to just type in the walkthrough commands. And there were several guess the verb/guess the noun issues that stymied progress.
Combined, these two issues meant I felt like I was groping my way through JAFT, unclear on what I should be doing or how I should be doing it or whether I was close to a solution or miles off. Again, I think the basic concept is solid, and some of the puzzles do have some promise, but there’s some significant polishing to be done to make the experience of playing the game fit the charming, winsome mood the story’s trying to create.