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(+1)

Volume slider was put to good use. The mechanics are relatively easy to get a hold of, but admittedly it seems to just work fine if you delete all the ‘bad’ items and just pump out potions every time you get three items. I never really looked in the grimoire since I was busy doing other things. Overall a decent game.


Sometimes I had difficulties with clicking on an item to remove it while falling. I can’t tell if this is due to harsh boundaries for the object, if there are parts of the object that aren’t clickable, or if the clickable zone of an object is calculated after it’s been rendered then subsequently moved - in which case, the hitbox would be lower than the drawn sprite. You might also just get a better play feel if you expand the hitbox slightly beyond the bounds of the sprite.

Thank you for playing!  the ingredient system we are working to improve it! many changes are coming!

About the destroying the ingredients, i understand, we gonna try to padronize the size to not cause miss clicks in wrong spots!

(+1)

Great game, had lots of fun!

(+1)

Your comment means everything <3, Thanks!

(+3)

The presentation of the game is very good. I like how you can see your alchemist in the background of the combat pane on the left and you can see boss behind the alchemist on the right. The menu goblin is also very cute.

For the gameplay, it would be helpful if there was a button to click to brew the potion; the functionality of the spacebar is not conveyed in game (as far as I could tell). For the most part, I couldn't try to brew any specific potion and just hit space as soon as I saw the cauldron turn green.

Thanks for the Feedback! glad you like it! we are reviewing the ingredient system for the future!

(+1)

Brew and Battle Walkthrough

Hey! Thanks for playing! I noticed you didn't brew any potions. Was that intentional, or do you think the tutorial might be missing some information?

(+3)

This is really cute the art is nice. I only have a issue with the fact that you get a limited amount of ingredients in a short time. I stopped looking at the book after a few potions and just let ingredients in and hoped for the best. overall it was a fun experience and enjoyed seeing the critical hits!

Glad you like it and have a fun experience! we are studying how to improve the Ingredient system, thanks for the feedback <3 

(+3)

I think the time limits (25s total, and ingredients are falling from the sky, giving you not just a set order of them, but also only a few seconds to choose if each one is in or out) significantly reduces the tactical potential of this game. I can imagine instead you're given a tray of, say, 12 ingredients, and you can take your time arranging them into 4 potions however you see fit. To increase tactical potential, you could also show a tooltip while hovering over an ingredient, telling exactly what it'll do when put in a potion.

I've noticed that some effects are like "15% magical resistance", versus like "GAIN 10% attack", which would imply that some potions are setting values, versus adding to them. This could be a huge tactical opportunity- arrange ingredients so that you get one really high-value XYZ stat, and then the other potions want to use GAIN stats instead of SET stats, or you'll effectively nullify all previous potions!!

As in, so like, get this. You have potion A, which says "20% magical resistance, heal 10%, gain 5% attack speed", and potion B, which says "gain 5% magical resistance, gain 10% defense, take 20 damage"

If you use potion A then potion B, then (assuming boss still has 600 total health) you end up with 26% more magical resistance (105% of 120% is 126%, not just 125%). If you use potion B then potion A, then you get 20% more magical resistance instead, losing out on the 5% bonus because it was overwritten by 20%

With six different stats, both seeing gains and sets, it becomes a real optimization problem the player has to wrestle with in order to maximize the usefulness of their potion ingredients before each wave of heroes.

All in all, I enjoyed it, but it was indeed lacking in tactical choices because things simply move too fast to allow for super slow, careful, conscious thought.

Woah! Really REALLY thanks for the feedback!!! we love it! about the ingredients we are thinking how to change it, for the game jam its a no chance, but in the future this will be reviewed!