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Monster Mixer: Potions & Consequences's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Interpretation | #31 | 2.763 | 3.190 |
Overall | #57 | 2.158 | 2.492 |
Fun | #62 | 1.815 | 2.095 |
Presentation | #64 | 1.897 | 2.190 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Category
y
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Comments
Ahah. Clearly a lot of design went into the first boss. It was challenging to find the correct potion combination to win.
A mechanic I don't like is how the effects are hidden at first, and you have to test them. There isn't much challenge to it, you just buy enough potion and use them in the test lab to turn the ???? into description text.
It feels just like busywork just to get to play the actual game, which is to compare the effect of potions to find the correct combination. That part of the game is the fun bit, because it forces you to think.
Thanks for your insightful comment. Initially I thought that the experimenting and uncovering the effects of each potion is where the fun should be but actually it's in the later part. You helped me to better understand what to focus on next time!
Nice interpretation of the theme! I like the idea of having a “testing lab” to figure out the side effects of the different potions, and making the player spend money if they want to really figure out every possible side effect. It took me several tries to figure out how to beat the first boss, when I was rushing into battle without investigating side effects well enough.
The sound effects and art are nice - I especially like the potion sprites. Some additional visual feedback might be nice to show different status effects like poison, burn etc. Perhaps having numbers on the HP bar would also make it easier to tell how significantly the potions were impacting attacks / draining health as well.
Thanks haha I noticed with a couple of friends during playtest that they would quickly grow eager to just throw in some potions and go to the fighting part :).
The biggest problem with the game at the moment is indeed the lack of feedback. One the one hand I want the player to experiment and figure out what works but on the other hand the feedback is too limited so the player gets frustrated.
Thanks for your feedback!
I also had a hard time understanding what was going on. I wasn't sure whether status effects would affect me or the boss. Or what was actually happening during the fights.
I wish I was able to know a bit more about my starting creature before choosing -- is it purely cosmetic?
Yes it's purely cosmetic, I added it at the last moment because I initially thought it would be cool that the player could choose their own monster type. (Also without it it caused playtesters to be confused about which one was theirs).
I spent most of my time just learning Bevy and getting the basic idea up and running so in the end there was no more time to add extra visuals for the fighting phase. Thanks for playing!
The idea seems solid, and graphics are interesting. But it's very hard to understand what the effects are, would be nice to be able to see in real-time what the different effects are when the potions get consumed.