Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

The Soul of the AlchemistView game page

A simple rogue like with horde style combat, Oblivion style Alchemy systems, and a powerful persistent progression.
Submitted by Consummate — 6 hours, 14 minutes before the deadline
Add to collection

Play game

The Soul of the Alchemist's itch.io page

Results

CriteriaRankScore*Raw Score
Artistic Style#4014.0004.000
Theme#6533.0003.000
Cleverness#14712.0002.000
Playability#14862.0002.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • The idea of the game seems to be fun gethering and mangining reasorsers that you collested. The music is pretty chill Unfortunetly, I have managed to experianced only half of it as it never turned in to night comming and waas not able to fight the shadows. Just few tips to improve it the turotial could be a bit more involving.

Did you include your Game Design Document as a Google Drive link?
yes it is a button that says "download" but i opens the google doc. also added a link in the discription if the button was an issue.

Seriously... did you include your Game Design Document?
yes

Is your game set to Public so we can see it?
yes

Tell us about your game!
press f to gather items from the world, use those items to imbue yourself with power then fight waves of shadow enemies to save the world. controls are listed in the description of the project.

Extra Notes
some browsers can have issues with the mouse input, edge is best as it hasn't had any issues.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I enjoyed playing this game! Having different effects you can give yourself as you progress by collecting and combining materials seems like an interesting system with a lot of depth. I also like the general pacing of first collecting materials, combining them to make you stronger, and then going to fight when you're ready. 

Here's some other feedback if you choose to expand on this game:

  • Generally, it took me a bit to figure out what I needed to do. I actually ignored the alchemy component for the first battle (I just went in and fought to see what would happen). I lived, which felt good, but of course it was still a good hint that there was more I needed to during the day since it brought me back. After that I realized what objects I was able to collect, and I went to craft some of them, and I failed my first crafting attempt at the ouroboros. I'm not entirely sure what I did wrong that time, but subsequent crafting in general seemed to go through (I didn't really learn from my mistake). 
  • I enjoyed the combat for a while, it's fun to 'kite' the enemies around, get them in a big group and start slashing/casting spells. I think at a certain point it started to feel long though, and it didn't really feel like I could really do much to speed up the round. I think not really knowing how long it was/how many enemies I needed to defeat might have made it feel longer. After you use up your mana in a round it also feels like there wasn't really much of a change to how I was playing for a couple minutes. There was also one moment that was really fun where I somehow launched myself off into the air off the terrain with a dash, so more of that could be fun too.  
  • It wasn't immediately clear to me that things were persistent or that the enemies were progressing. Eventually I figured it was, and this was confirmed when the bigger enemies began to show up. I think it might have been good to know that something was keeping track though beforehand, just because things felt the same when I wake up (outside of the crafting materials spawning differently).
  • There seemed to be some minor visual bugs. One of them is that after you upgrade yourself at the ouroboros it seemed like there was some extra text after the effect name (I think it was an underscore and some letters/numbers or something).  There was another time it seemed like I had a negative quantity for one of my ingredients when I went to the ouroboros. Also, I had a white box in the bottom left of my screen instead of an element for some reason at some point. 

Overall, great job! Lots of ideas here--it's very cool!

Developer(+1)

Thank you, that is great feedback.  I will address those issues with the non browser build asap. Again thank you!