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Potion Panic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1227 | 3.353 | 3.353 |
Overall | #1935 | 3.275 | 3.275 |
Creativity | #2166 | 3.353 | 3.353 |
Presentation | #2519 | 3.118 | 3.118 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Instead of the hero using the potions, the potion shopkeeper uses them to make their life a bit easier!
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
This could have been a better experience when you pay more attention to how the game feels than how it plays.
Over the course of the game, I’ve seen a lot of functionality, which is good. It mixes things up, but sacrificing that over the game feel makes it not as enjoyable as you thought it would be.
It’s hard to navigate around when all of the collision is inconsistent, especially when grabbing items and giving them to the customers.
The hitboxes of things feel a bit too big sometimes.
Besides that this game's in general fun, would prolly benefit from some more options as to how to achieve the goal. Currently it's very much just a very SPECIFIC kind of of optimization game, there's mainly one way of doing everything or drinking potions to make that way better. (Like in cooking games of this nature where you get options like sending them away quickly or a coffee table to buy time)
Besides that mainly sounding negative I still enjoyed it a lot.
And I guess I found one bug, I placed a duck on a table and it turned into an infinite duck table.
Aka. I just created a second duck dispenser somehow.
And I don't care if that was a bug, I'm the duck wizard and can not be stopped, this world shall be swarmed by ducks.
Reminds me Overcooked! Good job!
Very fun game! Feels great to play. Nice work!
Fun to play and I love the art
It it just me or I cant mix the potions? Anyway very cool concept, and pretty well balanced
I like this game, quite a bit actually. It's fun, slightly hectic and definitely interesting. Gameplaywise, it fits into a similar genre as overcooked but it's quite creative, and I like the twist of getting high on your own supply, although I honestly don't know if I would consider it a role reversal.
The gameplay is really fun. The movement is intuitive and the controls are simple enough to pick them up quickly, allowing you to immerse yourself in the gameplay going forward. I like that you get a short grace period when a new mechanic is introduced to try it out. I did have some issues, two to be exact. The first is that I couldn't use the potion combining station and the pickup positions weren't telegraphed very well. For example, picking up blue feathers from the side almost always required multiple repositions, and the range on the teleport table was so big that I couldn't interact with the stations on either side while something was on it. The second was that I kept getting caught on invisible geometry, which would not only add delay in the movement but also reset momentum. That bug was quite frustrating, though I must compliment the gameplay for being able to draw me in despite that. The mechanic of drinking potions yourself is fairly straightforward, but it's a fun balancing act that works really well with the hectic gameplay.
The visual design is very vivid and satisfying. The items are very recognizable, the patrons have some variety that's just enough to tickle your peripheral vision and I like the clear telegraphing of the colors. I will say that the tutorial screen is pure visual overstimulation for me, mainly since it combines different pixel art styles, palettes and pixel sizes on a pixelart gradient background. However, the assets are quite pretty and, ingame, fit together surprisingly well. The only exceptions would be the potions, which were a bit of a letdown to me, due to their somewhat dull color. I think maybe making the outline similar to the empty bottle's would help them blend into the art style a little better. That said, it's remarkable that all of these assets succeed and forming a cohesive artstyle despite their inherent differences, and a pretty one no less.
All in all, a fun and creative game. I look forward to playing it more once the invisible walls are gone.
Pretty fun game! I like how drinking a potion puts you at risk of losing customers, and it feels very balanced. I did have a few issues with the hitboxes on players and brewing tables, sometimes I wouldn't be able to pick up potions or give them to customers. The level with the bookshelves surrounding a brewing table seemed to have a potential softlock if you don't have a red potion to move through the shelves, which was the only major issue with a level that I encountered. Overall a good game, nice work!