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A jam submission

ImbibeView game page

Immersive Sim with powers inspired by Alchemy
Submitted by Gnomable (@RSPetersonGames) — 11 hours, 28 minutes before the deadline
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Imbibe's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#6533.0003.000
Cleverness#7553.0003.000
Playability#8043.0003.000
Artistic Style#16972.0002.000

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.

  • I think this has an interesting concept that could be a great game. The enemy NPC bugged out and would only walk into the wall next to the exit. Overall the game ran ok, but it was a little rough around the edges when it came to picking up items/coins. I enjoyed the potion abilities and how they affected the environment. It made for some interesting choices on how to approach moving around the level. I wish there was some more pressure from the enemy with stakes, but that could be due to it bugging out. Overall great concept, just needs some polish.

Did you include your Game Design Document as a Google Drive link?
Yes

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!
​Immersive Sim with powers inspired by Alchemy
Hide in the shadows, throw potions, steal treasure, and escape

Controls
WASD - Move
Mouse - Look
Space - Jump
Left Click (Hold) - Aim potion
Left Click (Release) - Throw potion
E - Interact

Extra Notes
A fan was inspired enough to make a knockoff called IMPIPE https://brainoid.itch.io/impipe

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Comments

Submitted(+1)

I really enjoyed playing around with the different potion effects, they were all so unique! Raining alchemical madness down on the poor guards was fun, although I did feel bad for functionally turning one into a petrified ghost, I hope they wear off...
I can see a lot of space for growth after a lil' polish, I hope you'll keep playing around with it!
Finally, thank you kindly for playing and giving feedback on our entry on your stream last night, it was super informative! A great way to see some other entries from a different perspective, too! Have a wonderful jam, lil' gnome 💚

Developer

Thanks for playing!  I'm glad I could give some useful feedback.

Submitted(+1)

It feels like I'm missing something. In your video there's enemies but I've not found a single enemy, just running around throwing potions on boxes, I found the philosophers stone in some boxes and continued looking for enemies, but in 4 total tries I've not found a enemy yet. Maybe something is bugged? I like the different potions and the throwing mechanic and the music, as well as the boxes graphics. But I wish there was enemies

Developer

If you get the stone and take it to the exit you'll get an added enemy every level.  It's in the tutorial above the controls which I think is causing people to miss it.

Submitted(+1)

Loved the goofy sound effects! I did feel that having the guards on your trail as soon as you loaded was a bit weird. Personally, I would rather had started in the shadows and if they found me, that's my fault. In level 4 I spawned in directly on one and got an immediate game over and had to go back to level 0...

Developer

I wanted that to but I didn't figure out the level generation fast enough to get it in.  Thanks for playing!

Submitted (1 edit) (+1)

Had fun playing this game! Really enjoyed the overall 'sandbox' of the game, like the subtle interactions with potions are fun. My personal favorite was using gold on the coins, such a neat little interaction!

Other feedback for if you decide to expand on this:

- The collision is rough for sure, easy to get stuck on boxes (for you, but seemingly also for the enemies maybe?)

- I definitely missed that I had to get the stone first time playing through, but it became clear from the results screen

- Sometimes the spawning felt really unlucky, like getting spawned right in front of guards

- Had trouble finding the stone sometimes. Not always a bad thing but did feel like I was missing something--there was one time I think it was inside the boxes (I may have knocked them onto it), but it felt pretty rewarding to clear the boxes away when that happened, so that was fun.

- I think the guard walking SFX was unaffected by the slider? That or it is relatively super loud. 


Very cool game!

Developer

It's good to hear someone found the gold coin interaction!  I tried a couple times to make the tutorial and I still couldn't make it easily visible.  I had a lot of issues with spawning the goal and the guards that I wasn't able to iron out.  I'll have to check the SFX slider since it was one of the last things I added.

Submitted(+1)

I enjoyed playing with the potion effects in the environment quite a lot! Main feedback is mostly identical to everyone else's -- movement is a little clunky at times (specifically getting stuck against box walls), and the gameplay itself felt a little incomplete. If the potions effects had meaningful interaction with gameplay mechanics it would be really fun

Developer

Thanks for playing!  I agree I did end up with more of a simulation than a game.

(+1)

might win the goty this year
Cool concept with a potential that could be made into a lot more without the time constraint but in it's current state it's more of a tech demo than a game with many issues and annoyances. Could be actually made into something fun, like a 3D Mosa Lina, if you spent more time with it. Wishing you luck on future projects mr gnome ❤

Submitted(+2)

This is a fun game! I like the premise and the immersive elements. It was fun turning boxes into gold and discovering the impact of different potions on the world. Timed levels is a perfect way to encourage players to keep playing, and that works well. 

Feedback wise I think you need a bit of movement refinement, the mouse controls were too responsive. I'd also move your first person camera further back in relation to the player. It also felt strange that the items in the game were just lying around, maybe try and think of some world motivated position for them, i.e. in a special box. on a table looking like they are stored or about to be drunk, this can help with player immersion.

If you go further with the game it would be awesome to see some elemental interactions and spreadable effects e.g. fire spreads from box to box etc.

Overall an awesome jam game well done!

Developer(+1)

Thanks for playing!  I do agree that some options for tweaking the controls would be good.  The environment generation is the big thing I didn't get around to.  For your specific example the fire does spread from box to box but they have to be touching.  I had an animation for drinking and named the game about it but never got around to adding it.