Posted April 14, 2021 by Hershul Games
It's been over a week since the first 0.7 release but the devlog has been delayed since I was busy further playtesting the game, fixing more bugs, and preparing to list it on steam.
I made a short gameplay trailer on youtube showing how to make and use a simple Extract Oil Potion.
At this point I think the gameplay has reached some level of maturity and it justifies a minimum price. But no worries, for the time being I'll be releasing a nearly full featured demo of the game. The game plays out exactly the same, you will be able to explore and enjoy Potion Meister for free. To keep things fair though, in the demo you won't be able to save your progress when you quit the game, you will start a new world every time you open the game.
There is now a discord server for players to interact as well as provide precious feedback and bug reports. Feel free to join at https://discord.gg/4TxS5txRgt
This update brings with it a couple of features to make it easier for players to manage and keep track of their potions.
In order to have an easier time keeping track of your different kinds of extracts and potions you can now paint your pots and jugs with yellow, green, or purple paint.
Having many jugs laying all over the place gets quickly overwhelming. You can now create workbenches to help you place you jugs in a more accessible and organized fashion.
Any potion or extract that lists another extract in it's requirements will now provide a link to the extract's recipe thus improving navigation between recipes.
Seeing as the only panel that is very relevant while brewing extracts and potions is the recipe panel, I've changed the UX a little so that all other panel close automatically once you continue playing. On the recipe panel, however, there is now "Pin" button allowing you to keep this panel open while continuing playing.
The icon and logo have been improved a little hope you like it.
The world map is now about double it's previous size. This give more availability for resources without having to plant them early on in the game.
I've changed the shape of the map to round and added water at the edges of the map. This gives the world a feel of an island as opposed to a testing lab or some undefined skyblock.
I'm constantly rebalancing recipe requirements, xp cost, xp rewards, and produced concentration based on your feedback. Hopefully we have now found a nice baseline balance.