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A jam submission

Elemental BastilleView game page

Master the Power of Alchemy!
Submitted by piotrbizzle (@piotrbizzle) — 6 hours, 10 minutes before the deadline
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Elemental Bastille's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#213.5003.500
Design#223.1003.100
Enjoyment#302.9002.900
Overall#313.0253.025
Presentation#442.6002.600

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Piotrbizzle

Reference info
@piotrbizzle

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Comments

(+1)

Cool concept!  I think the controls  need some attention.  However i really liked the play on alchemy and the combination of the potions used to bring down the barriers.  I also really liked how you made sense of the reasons the items worked instead of just red destroys red, etc.  Very cool you played with  the physical properties of the solids.  Nice one!

Submitted(+1)

Nice job!  I can honestly say I enjoyed this one, finished it and got the little secret/easter egg bit at the end.  I liked the concept of having to plan out what potions are needed to get through each puzzle, though admittedly more complexity with them would be nice, towards the end it felt like it was a lot of just using two potions at a time.  My main critique is the player, the movement is a bit floaty and slow with my biggest issue being that since you don't accelerate while in the air, and accelerating on the ground is slow, short jumps are basically pointless.  Overall though great job!

Submitted(+1)

It's very clear a good amount of thought went into the design of this. The theme is incorporated very well too. It's very thoughtful, I'd almost call it a puzzle adventure more than a pure metroidvania. I liked as the complexity increased I needed to do planning to optimize my trips around the area. I had to think about which potions to bring with me on the way to my next objective, to prevent repeated trips. Downsides I'd say is the way it feels to control the character, its very floaty and slow and I found myself wishing I could move faster. The graphics could use some work as well, but the solid design of the game sells the experience. Overall it was pretty fun and this would be great to expand upon.

Submitted(+1)

OMG this is so cool, the whole concept of chemestry to unlock paths is amazing.

I totally understand that one month is a short period to properly implement a soft learning curve, but think about this if you keep working on this project. Like, don't throw a bunch of tutorial text right at the begining, try to make simple levels first, presenting the mechanic step by step, this way people will learn more easily and naturally how to play the game.

But for one month worth of development you did a great job. The jump feels a little floaty tho. But overall a solid submission, congrats!

Developer(+1)

Ooh that is really useful feedback about the tutorial, it’s definitely too front-loaded / inorganic as is.

Thanks for playing and for your thoughtful comment!

Submitted(+1)

The concept is quite neat, and it integrates the alchemy theme almost like no other game in this jam! Using potions to change different materials around the game is an interesting idea, but it is stained by some other aspects of the game:

  • The game's too floaty and the player slides when changing directions. Just adjusting the gravity and the acceleration of the player would make the game 10 times more enjoyable.
  • An indicator to which material are you looking at would make it way better. Not something like adding a sign that says "COPPER", but maybe a different texture for each material. The colors are sometimes too similar to diferentiate between them.

Keep up the good work, this idea has potential to make a great game! 🤗

Submitted(+1)

ART

Simple and readable - like the Alchemist old advisor type. No idea what the PC was :D

GAMEPLAY

The core concept is great execution was good - would have liked to see some of the interactions challenged more rather than just the one interaction (which is probably a good sign). The player controller felt very floaty, but that's just normal gravity for you - next time try -30 or -40 as a start.

The aim of the throw frustrated me a couple of times trying to hit the pumice in the water in the bottom right - needed to go back and forth a few times ("don't need more than 1 - I will hit ti this time! :)).

I do wonder if you made the throw mouse based what options that would unlock with platforming challenges?

Bounce pads were fun!

Unsure on the use of the chests and candles.

UI

Nice, really clean - would have liked mouse scroll to swap potions.

OVERALL

Great submission, good idea - Well done on submitting!

Developer (1 edit)

You've given me some great specific advice on the floaty controls -- definitely lessons learned there about real physics vs what actually feels good to play.

The callout about missing potion throws and having to hoof it alllllll the way back to some far away locations is a good point too. If I was starting over, instead of being able to take unlimited potions from the containers I probably would have the player take a single item that lets them throw unlimited of that kind of potion as long as they are holding it.

Yeahhhhhh the candles >.> There were plans to have more 'regular' items + maybe some little trading side-quests at one point, but I couldn't work them into the game in time for the deadline. It's definitely an underdeveloped mechanic that only really comes into play with the coin/butterfly trade (plus a little bit for the seeeeeeecret ending).

Thanks for playing and for your helpful feedback!

Submitted(+1)

So I LOVE the idea.  I just couldn't 'get into it', so to speak.  I found myself getting frustrated and forgetting which metal was which.  I played for about 5 minuets, but didn't get very far.  Overall, I love the idea, but I think it would have worked better with 1) less potions and more platforming, or 2) a map or some way to get an idea of where to go. also, the controls were a little floaty. After walking around for 30 seconds, I didn't know which way to go, and everything looked similar, and was getting frustrated/overwhelmed with remembering everything.  but the idea was great, and I think it can be fleshed to great success!

Developer

This is really great, thoughtful feedback. Trying to make the different areas more distinct or another way to help players find their way around is a good suggestion, definitely speaks to the value of having other people who aren’t actively working on the game test it out >.> Thanks!

(+1)

I liked it but I was bad at it :)

Submitted(+1)

Really fun! The only thing I would change is the movement. The guy's a bit floaty and the acceleration is too slow, but that's just a preference of mine. Good work!

Developer

I’m right there with you on the movement / controls. Early in the project made the bad decision to do all the movement within unity physics engine. Made some changes at the last minute to try to tighten them up but by then I couldn’t change toooo much without re-laying out the level.

Definitely a lesson learned for next time @_@