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A jam submission

ALCHEMYGHTView game page

Retro NES style RPG Platformer with Alchemy!
Submitted by Fistmaker (@FistmakerGames) — 3 days, 23 hours before the deadline
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ALCHEMYGHT's itch.io page

Results

CriteriaRankScore*Raw Score
Graphical Presentation#34.3334.333
Fun#43.4003.400
Overall#43.6533.653
Era "Feel"#53.9333.933
Sound Design#53.8003.800
Controls#162.8002.800

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What style of retro game were you going for? (Year/Era/Console/etc)
80's NES Platforming / Action

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Comments

This is such an awesome game. It's like I went back in time and played a Nintendo game I never knew existed. The look, feel, and play-ability of the game is top notch. As the previous commenter said, this game should be expanded. Good job!

Submitted

I really like this one, the concept is great and the game is neat. I would love to see it expanded a bit more with maybe more potions and such that you can craft.

Developer(+2)

Thank you! This has been my best entry yet in any Jam that I've participated in. I appreciate you taking time to play the game and provide feedback! I'm working on a Post-Jam version and you can follow updates on that on twitter @FistmakerGames if you want! Thanks again for playing!

Submitted

I actually liked a lot of this game, this really feels like the first zelda (even if i never played) but even with the kinda complicated controls and mixing menu, it stills feels like you are going in a adventure, so congrats (:

Developer(+1)

Thank you for the kind words! I'm glad you enjoyed the game! I really wanted people to explore and experiment like you had to back in the 80's. I had a great time making this one, and I'm working on a post-jam version as we speak!

Submitted (1 edit)

Loved this and I'm still unwrapping all the mechanics. Knowing that you put in peaceful mode is a plus too and the potion mixing make me wandering about the combination while having the firsts recipes written down in an old fashioned game manual.

Just to add the only nitpick I have, and it dosen't effect the game now as the world is not so sprawling and big but the way the player feels a bit too slow when it stops for gathering the materials with the attack.

Developer

Thanks for playing! I wanted to give the players options on how to win, so combat being optional was in very early in the design process. You still need to evade enemies, but you can win without killing anything. Thank you so much for the feedback and taking time to play the game!

Submitted

That was a great choiche, it increses the uses of  potions, as some can be used to evasion or for preparing an attack. Now that am running deeper I have to say that your game give such a sense of adventuring. For the post release I'm changing the last boss fight to go add a complete pacifist run wich I had not made in time to design this way. Thank you for your reminder :D

Submitted

I think you absolutely nailed the aesthetic, sound effects and music on this one, but I unfortunately found it somewhat clumsy to play. The keyboard control scheme was a bit strange, I've never seen a game use E, R, F, Space, and arrow keys, the option to use more conventional keybinds like z, x, c, and enter would be really appreciated. I also found that the movement was extremely slippery, almost like everywhere is an ice level, and that the main attack was a bit too slow and short range. This coupled with a projectile that moves slower than enemies do, most enemies being too short to hit without crouching, and a lack of attack knockback made combat feel quite frustrating. I did think the mechanic of crafting different potions to use was pretty cool, and it was fun trying them out on enemies and the environment, but I always felt like I ran out too quickly, so it would be nice if a single craft yielded more  of each potion. Aside from my critique, I do genuinely think this is a really cool project! If polished it could be really good, but some clumsiness in controls keeps it from being really enjoyable.

Developer

It's designed for controllers, but I was asked to add keyboard controls for those who do not have one. I had asked for feedback on what bindings to use, but this was the only response I got. So that's what I used. Thanks for the feedback! The post jam version has addressed many of the issues brought up so far, to include the slippery controls. I really appreciate you taking time to play the game!

Submitted

While I like the idea, everything felt a bit too obscure to figure out. I only ever found 3 recipes, and was only ever able to make one of them. I couldn't figure out how to progress or figure out what I was supposed to do. It fits the era, but vague puzzles and being clueless kept me from doing much. It certainly felt like Zelda 2.

Developer

The basic idea of the game is in the description on the submission page, and the NPCs all give hints on how to progress / make potions. Part of that era of games for me was exploration and experimentation. Initially, the only NPC was Granny and she didn't say much. After some playtesting, I added way more NPCs to give hints on how to proceed. Granny / NPCs all give players almost all of the recipes but leaves out at least one ingredient. The descriptions of the reagents also give some more hints. 

Either way, thanks for playing! Looks like I need to add more directions...