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Alchemy for the Wicked's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 3.536 | 3.750 |
Completeness | #2 | 3.536 | 3.750 |
Audio | #2 | 3.771 | 4.000 |
Fun | #3 | 3.064 | 3.250 |
Visuals | #3 | 4.007 | 4.250 |
Innovation | #5 | 3.300 | 3.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is very polished especially for a game jam! The game controls were just fine, the assets fit the atmosphere and the bgm and sound effects all feel complete. The beginning orders felt rough to get through as a new player because there were many things combinations (later learning single ingredients are never the answer) to experiment with. After getting the flow of it, the details of each ingredient stood out with the most of messages and it satisfying to understand. Overall, great game!
I liked the feel of this game and props to you for doing 3D! Not a very common choice in Game Jams. I will say though, the in browser experience, at least for myself on decent hardware, was quite laggy at times which kind of hurt the experience at times. Also, could have totally been my misunderstanding, but I wasn't entire certain on how to progress with some of the potions beyond pure intuition. If that was by design I totally understand, but overall I wish there may have been a bit more substance
This was a very well designed and polished experience. You took a very simple concept of brewing poisons, and used it as a catalyst (get it?) for fun storytelling and worldbuilding.
First I want to talk about the art. While I'm not exactly sure how much you made yourself compared to how much was external assets, the end result is a very well put together environments with lots of details. The undead castle vibes fit the game very well, and all the interactable objects pretty much explain themselves.
In addition I really like the layout of the room. Its a fairly small area that makes good use of all the space. Nothing feels to far away, and the simple design means its easy for a new player to memorize.
As for the audio, I think the music here fits decently, giving the game a bit of a magical and fantasy feel. Personally I might have opted for something a bit less upbeat to match the dark environment, but that's more my opinion and not a critique of the game.
On top of that, there was a nice variety of sound effects that really bring the game to life and add some good player feedback when completing certain actions.
Next I want to go into the actual gameplay. The concept of crafting potions is nothing new but I really like how you kept it simple. When making a game like this its easy to increase the scope/complexity and make the brewing process much more complicated. The simplicity here allows the player to focus more on the games fun writing and atmosphere, which is where I think it really shines.
The brewing itself worked well and there were only a few times I had to make some leaps in logic I wasn't totally sure about (Although there was one instance where it wanted me to melt something that could "melt" and the chili and sunflower didn't work. The writing made it seem like those were the right options so I'm not sure if I was missing something).
One minor complaint is that early on it was a bit overwhelming, since I felt like I needed to read through the whole ingredient list each time I made a poison. I think this could have been alleviated a bit if only half the ingredients were available at the start, and then you unlocked the rest later once you already understood the first half.
As for the writing, I really liked how you would build little stories across multiple potions. It made it feel like I was in a connected world and not just filling out random orders. Knowing there's more stories to see made for good motivation to keep playing and creating poisons.
Unfortunately there were a couple issues I ran into. These don't necessarily impact the experience much, but they are noticeable. First I realized that movement was based on the exact direction I was looking. Meaning when looking up/down I would go slower (and not move at all when looking straight up/down). This was very unusual, and made me keep thinking about my camera placement to move as fast as possible.
And just to touch on the movement a little more, I think the speed was ok, but in instances where I had to go across the room I did find myself checking if there was a "sprint" button. Something like holding shift to move quicker could have been a nice quality of life option.
One other issue I ran into was the camera movement changing based on framerate (at least I think that's what was happening). I could tell my sensitivity would change if I was standing in certain spots. Whenever I went by the portal or the bones in the wall, the game would run really slowly and my camera would zip around. I'm not on a slow computer so I would have larger concerns on other machines. Even still this caused me to try and avoid walls when walking around the room so that the game wouldn't freak out (Let me know if this is a known issue, or if it was exclusive to me).
Overall, this was a fun time and an impressive entry for a one week jam. I apologize if this review was a bit much, but I'm doing this to all the games from this jam as I think critiques help us grow.
Hey, glad you liked the game. As for the movement stopping you when you look up, we didn't even notice that lol, so thanks for pointing that out. On the sensitivity changing when moving towards the portal or walls, we didn't really notice that happening, granted we only play tested on a couple machines. We multiplied all our movement modifiers by delta time (or at least i thought we did) so im not sure what happened there. Regardless, thanks for taking the time to play it and leaving the feedback!
Hi, what you observed about the walls and portal sounds correct. I made most of the 3D assets but am new to optimizing polygon-count for video games. The walls and portal frame are the two largest models by file size, so that isn't surprising. As for the external-internal asset ratio, I made all the models except the cat, barrel, book, and ingredient bags. Thank you for your feedback!