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improbable potions's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #339 | 3.711 | 3.711 |
Overall | #818 | 3.526 | 3.526 |
Presentation | #910 | 3.711 | 3.711 |
Creativity | #1943 | 3.158 | 3.158 |
Ranked from 38 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?
You traverse a dungeon littered with potions that can inflict random effects on your stats, having you basically "roll a dice" and pray that your new effects can help you
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
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
As a fan of The Binding of Isaac it's impossible for me not to find this game fun haha. Maybe I would have liked to see more of the theme's presence in the game, but the visuals make up for it. Cool!
thanks for playing! i was planning on integrating dice through some kind of probability function that determines your "luck" and how enemies are placed, etc. but i couldn't get that to work in time, so it got scrapped. glad you still enjoyed it though! i have not played isaac myself, so i was hoping it would still have the same experience for people who play games like that
fun game and nice art!
A fun, fast-paced game! I think it has a lot of potential, especially if you add potions that drastically alter the character's abilities. There were some dungeons that didn't allow the character to move between the crates and columns. I'm not sure if this was intentional or if it's something to do with the hitbox. Great job! I also loved the art designs.
thanks for playing!
i also wanted to add different kinds of shots for a player when they drink a potion, but due to time the best i could do was randomize their stats. regarding the spaces, it was a weird design choice that i made looking back on it, and i didn't think that people would want to squeeze in between those spaces, so it's my bad. i did want to make the crates damageable, but like other features i couldn't make it in time.
glad you enjoyed it though!
Really epic
The pixel art was really good. The concept was enjoyable. I didn't have anything else to say, so great work!
Great game, great idea! I really enjoyed playing it, made it to 11k score after a couple of attempts. Two small comments, maybe, a mini-map would be a plus and on some levels, I somehow expected to be able to go between boxes and walls, but that wasn't possible.
thanks for playing, and glad you enjoyed it!
i hadn't considered a mini-map when i was making the game, but i might consider it when i try my hand at making another game similar to this one. as for the spaces between walls and boxes, it was mostly a weird design choice i made, and i only now see why people would think to go in between them, so it's pretty much my bad really. i did want to make the crates damageable, but i wasn't able to do that due to time.
Nice artwork and audio, easy gameplay but I wish the dungeon room were a tad larger to navigate and dodge enemies.
thank you for playing!
i do see how it would be hard to navigate the dungeon, especially if you had really fast move speed (which just makes you skip the doors altogether...). i hadn't considered a minimap initially, but i could implement one in the future if i make something like this again. as for dodging enemies, one missed opportunity was for me to have the player slow down when they enter a new room so that they don't dive headfirst into a wave of enemies. hopefully i would be able to implement something like that in the future.
glad you enjoyed the game though!
Funny game. I like the color variants for the potions. Difficulty seems alright.
The potions felt very random, though I guess that was the point!
thank you for playing! i did want to add some sort of "luck" feature that affected the outcomes of the potions but i couldn't make it in time.
Good idea. The effects which potions triggers are hard to read (maybe some update log would be great?). It is weird how you can push the enemies or that they cant attack you when youa re behind crates. Overall very good!
thanks for playing!
i've wanted to add some indicator on what effects the potion inflicts on you and how they affect your stats (like a "+XXX" showing up beside the stat when it gets changed), but unfortunately i couldn't get it to work right in time, so hopefully i would be able to better implement it in the future. as for the enemies, the pushing feature was intentional, though i might make it less easy to push them in the future. as for the crates, i wanted them to be damageable too, but the feature was also on the cutting room floor since i didn't have much time.
glad you enjoyed it though!
Nice idea! Fits very well with the theme. Exploring this idea further could bring this game to its full potential!
The art style is great, very retro! And good job on the Music and SFX, did not get bored of it!
thanks for playing, and glad you enjoyed it! i used this game as a kind of practice since i've been meaning to make top-down shoot-em-ups for a long while, so hopefully i get to make something grander in scope.
Super fun! good job
This was a lot of fun! I played a couple runs and how much the potions change things up makes it feel pretty different every time. Obviously quite short, but I'm a big fan of the idea - good job!
thanks for playing, and glad you enjoyed it! though i haven't played a game from it myself, i modeled my game after the rogue-like (or rogue-lite? idk) genre and how they offer different experiences through each play-through, so that might be something you might want to check out if you like this idea.
Amazing game! Nothing to nitpick.
I just drunk every potion on my way without thinking like some alcoholic and completed the game with great enjoyment!
thank you for playing, and i'm glad you enjoyed it! luck must've been on your side on that run...
nice game. I really like the concept an the gameplay, but unfortunatelly i don't have mouse, so this game is too hard for me
glad you enjoyed the game, though sorry to hear about not having a mouse, since the game would be pretty hard to beat the way i see it. thank you for trying though!
It’s a really unique game concept, it’s fun playing!
thanks for playing, glad you enjoyed it!
Nice little game!
It was pretty quick to pick up and controlled very well.
The potion mechanic was cool if a bit too rng-y for my taste
Maybe ig it didn't affect health it would have felt better to just be rolling different "builds" for the character.
But being said I still had fun completing it, great job!
thank you for playing! i had the idea to make the potions random pre-determined items instead of just randomizing the stats (i just fed the potions random player stats and had it decide which ones to affect and which ones to increase/decrease), but i wasn't able to implement it. glad to hear you still enjoyed it despite that mechanic, though!
Nice game! A bit chaotic at times, especially when you get surrounded by enemies. Would be nice to have a minimap or something like that, it’s easy to get a bit lost. The potions mechanic felt a bit weird: firstly, because it’s hard to tell what exactly did the potion do (hard to notice how exactly did a bunch of numbers change), and secondly, because they’re completely random. It would be nice if somehow player’s actions affected the potions - maybe you can increase the chance of a good potion outcome by doing something, casting a spell, etc. Anyways, nice game, good job!
thank you for playing! a minimap wasn't something that i initially considered, but that's definitely something that i think i can implement in the future if i ever decide to flesh this game out more.
i didn't have the time to create pop-ups that showed how stats were affected, and early attempts were fruitless and didn't work the way i wanted to 'cause of the systems built on sand that i already put in place, so it's definitely something that i should work on. as for your "luck" idea, that was also a part of my initial idea for the game: having the probability of getting good/bad items be decided by a die roll or from the stuff that a player encounters before entering or during a room or a floor. due to the complexity as well as this being my first time making a dungeon-crawler-thing, i decided to cut back on it, but it's definitely something that i should consider.
i'm glad you still enjoyed it though!