Brew and Battle
This is the first game we made, I mean, a REAL game. Before that, we only made pseudo-prototypes like the other projects in my profile or created some GDDs.
This game was made with the idea of being a browser game like the old times. It has ranking, score, hidden interactions, and a lot of fun! We hope you like it!
Game Summary
Brew and Battle is a casual RPG game where you have to prepare potions to help the Dungeon Boss fight off the heroes who are after the treasure of the great wizard, your master and creator.
Player Experience
In the game, your objective is to prevent the Boss from dying at the hands of the heroes invading the Dungeon. To achieve this, you will need to prepare potions that will be used on the Boss during each phase, either by giving buffs or healing. However, you must pay attention to the ingredients used, as some may be harmful to the Boss, and using the same ingredient multiple times in a row may not stack the effects as well.
Mechanics
Ingredients and Potion Preparation
To prepare potions, the player must mix 3 ingredients in the cauldron from among 7 types of ingredients to achieve various potion results.
Additionally, each ingredient has its rarity, which makes the effects better or adds additional statuses.
Destroy Ingredients!
You also can Click in the Ingredient to REMOVE it from the pool, and dont let him go to your potion!, use your LEFT MOUSE CLICK to destroy it!
Boss Needs Help!
The boss is battling an endless wave of heroes coming one after another. You need to help him! Use your potions to cure, buff, or doom him.
To throw potions, hold the left mouse button on the potion and drag it over the boss.
Mimic! Throw Potions away!
Build an wrong potion and dont want to use it? use the Mimic! just drag the potion to him, and he will be happy to eat it!
The game can be played with just the Mouse.
Keyboard
- Space bar = Brew Potion
Mouse
- Left and right mouse buttons
- Left - Destroy Ingredients nad Hold and throw Potions
- Right - Brew Potion
Leaderboard
The leaderboard is a Free tool with comercial license, its great! but sometimes its a little unstable, so if you didnt see any scores or your scores dont add up, please try later!
https://danqzq.itch.io/leaderboard-creator
Background Music
The background music was made by GWriterStudio, is a free Comercial license OST that is avaliable by Asset Store in Unity
https://assetstore.unity.com/packages/audio/music/8bit-music-062022-225623
Fonts Used
Bebas Neue - Comercial License
https://fonts.google.com/specimen/Bebas+Neue/about
Eraser - Comercial License
https://www.1001fonts.com/eraser-font.html
ChalkPaint - Comercial License
https://www.dafont.com/chalkpaint.font
Team
Gabriel Arcasa | Shadownildo - Programmer, Game Design, Game Producer | Twitter, Linkedin, Itchio
Caio Nascimento | CamisaNoControle - Game Design | Twitter , Linkedin
Lucas Arcasa | Djin_ninn - Artist , Animator | Artstation, Twitter
GDD (Game Design Document)
English -https://docs.google.com/document/d/1tLEFF6RiXoPz5BuaG4Ppr2Xt3iwaRn3NpxanBC57VgE/
Portuguese- https://docs.google.com/document/d/1-aHeqjPcqMvXKTG7YFUpruLmB3qSiVvxGQ7uTJrLD2Q/
Status | In development |
Platforms | HTML5 |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Authors | Shadownildo, Caio "Simon", Djin_Ninn |
Genre | Puzzle, Role Playing |
Made with | Unity |
Tags | 2D, Casual, Fantasy |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | One button |
Comments
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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!
Great game, had lots of fun!
Your comment means everything <3, Thanks!
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!
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?
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
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!