Hello! Jake here, the solo dev behind Frodge. There's a lot of story behind this simple little frog game, and I'd love to share it with you! Read on if you'd like to know my motivations/inspirations for Frodge.
Game designing has been a lifelong passion of mine. I've made plenty of games before Frodge, but I've never pushed them all the way to final production. Sometimes I wondered whether it was due to a lack of motivation, or skills, or resources... but having gone all in with Frodge, I realised I was designing in the wrong direction.
I want to make games that can be enjoyed by the widest range of people. Games with depth and complex strategy can be fun, but they can also alienate groups of potential players who just want to sit down with friends and have a good time, not read an encyclopedia of rules and barely have any time to actually play the game.
Frodge has been designed to be simple, easy access, but with just enough depth and strategy to keep players engaged. There's so much potential for expansions to the rules (hence the Game FAQ page with all the Extra Rules), but I want to keep the base game as accessible as possible.
Accessibility and inclusivity are crucial, especially for board games. Also a very hard balance to strike, so I used a few already successful games as the influence for Frodge.
7 Wonders is a game that has seen international success for its use of graphical cues and simplicity of translation. Pretty much every card has no words on it, just easy to recognise icons. I think that's pretty cool, and so I attempted to incorporate that graphical simplicity into the design for Frodge. Every card has basic mechanics, and handy instructional graphics to show exactly how to use it. Additionally, the instructional videos will be almost entirely visual - very little talking or voice-over. I want the game and the art within it to speak for itself, rather than me have to explain things, or players having to read too much.
Tsuro is a beautiful game with straightforward, tile-based movement, and some pretty brutal yet subtly limited strategy. You play tiles down onto a set grid, that will move your rock (your playable character) along a set path. Initial versions of Frodge borrowed the tile-placement mechanics from Tsuro, but the final Frodge game has all tiles already placed. The simplicity of the rules of Tsuro are the main reference Frodge maintains. The player is given only a few options of what they can do during their turn, which, especially for younger audiences, makes the game seem less daunting, and they don't have to think 10 turns ahead. Additionally, both Tsuro and Frodge incorporate a subtle randomness/luck system, whereby your progress in the game is shaped by the cards you draw, but ultimately you choose which cards you play. Many games use this, but I like it for striking that balance between player controlled strategy and board game luck. We all enjoy rolling the dice sometimes, just not if our lives/games are entirely dictated by it.
Lastly, a less well-known game named Quoridor also influenced Frodge. Quoridor feels a bit like chess or checkers in its simplicity - it follows that similar mantra of providing a player with only a few options during their turn, but each one is significant enough to feel like the players decisions matter. In Quoridor, a player can either move their pawn forward (aiming to make it to the other side of the board), or place a wall anywhere on the board, potentially blocking their opponent (who is moving from the other side of the board towards the players side), or maybe securing a path for themselves. Frodge not only borrows the simplicity of Quoridor, but also the dichotomy of "do I advance my pawn/character, or do I hinder theirs". The cards in Frodge allow players that choice at all times. The Uproot card can be used to make a safe path of lilypads before the player, or remove a safe path from an opponent (and in some special cases, achieve both at the same time). While the Whirly-do card can create small gaps in the opponents path, or allow the player to move on ahead to the next lilypad.
I wanted Frodge to maximise player interaction. No hefty resources to manage, or stuck inside your own strategy. The strategy in Frodge connects all players, such that when you and your friends sit down for board games night you will actually be playing with/against each other, and not just a table of numbers and too many cards.
Board games are about inclusivity. Everyone should be able to jump in and play.
My life has always been surrounded by the environment. Both my parents are ecologists/zoologists, so not only do we have plenty of pets in the family home, we are always working on some kind of nature-themed project. When I was younger, I used to help out with 'frog walks', where we'd wander around a lake with groups of school kids (usually around my age) and look for frogs. Since those days, frogs have remained one of my favourite animals, next to foxes, octopuses and praying mantis (I like to be diverse, alright?).
Even now I keep the environment close to my heart, working as staff and education assistant at the Herdsman Lake Discovery Centre, for the WA Gould League - the same folks who used to run those frog walks! Having also spent my whole life wanting to make a game, I knew I had to combine these two passions, with Frodge!
I didn't just make Frodge because I like frogs. I made Frodge because I have a rock solid belief that the environment we live in is truly amazing, and so I want to celebrate that in whatever creative ways I can. And, hopefully, inspire others to adopt a similar belief. As quickly as the space race is progressing, our Earth is a pretty cool place too, and nothing should let us forget that.
Board games are notorious for the amount of STUFF they put out. Random plastic doodads, large cards with far too much printed bits or weirdly shaped edges. We think it's pretty cool, and fun to mix-and-match all our board game pieces - it helps with immersion in the board game world. Don't get me wrong, I like my board game stuff too, but we have to think about the longevity of it all. What happens when we tire of our board game with 100s of plastic bits?
It goes into landfill. It pollutes our environment.
I hate talking about the negative stuff, but we have to consider the future of all things, and while I'm sure there are worse polluters out there, as a game designer and creative, I want to do the right thing in my industry - do my part for the community.
So what am I doing for my community? For my environment? 100% recycled board games, thats what. Vegetable based inks too. All thanks to the Environmental Printing Company.
What's more, the Environmental Printing Company are a small, independant printers shop, 20 minutes down the road from me. It might have been cheaper to get Frodge developed by some big manufacturer overseas, but I wanted to support the little guys, and minimise carbon footprints from shipping. I'm not here to make big bucks and get famous, I want to use my time and skills to collaborate with people I care about, and lift up my community. That doesn't mean that I keep my community small and exclusive, it means that I support those who support me.