Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Wonderful in every way! Awesome original idea, great art, and clever design. I love all of the little effects like potion fill levels bouncing around, the presentation is very polished. The sound effects are phenomenal, they add so much extra ambience to the experience! I love the variety of transformations and the incredible variety of strategies to accomplish them that are available!

I would love to see this game expanded! I recommend rebalancing some persistent effect to offer more playaround options. Currently potions of corruption are an absolute must for later stages because eggplants and spirals can and will make your cauldron explode endlessly if not dealt with. My suggestion is to reduce the size of persistent items whenever they overfill the pot and remove the smallest ones, this change would keep the theme without making the game potentially unplayable without a proper counter. Adding slimes and bovine milk to inventory can also cause some clutter issues, perhaps the amount added should be doubled but they don't return after being played? Excluding any kept potions from the swap offering pool at the end of a round could help players tailor their inventory a bit better (they don't need more of potions that they're keeping to duplicate or upgrade, and they certainly don't need those they are trying to swap with something new).

Incredibly fun and endlessly addictive! It's a really great game, and I very much hope to see it updated in the future!

(+2)

Thankyou so much! The suggestion to exclude held potions from the swap pool is a really good one - will definitely try and implement that for the next update.

I'm currently considering my options with persistent ingredients. I like them as a kind of alternate win-condition, but I agree that they're probably too much at the moment. In the case of spirals specifically I'm probably gonna' reduce their initial size since they're intended to function as more of a status effect than a significant obstruction anyway. I've also got more ingredients planned that would hopefully give players more options for dealing with them. None the less the potential for players to get stuck in an overfill loop is still something I'd like to address so persistent ingredients shrinking or having a 50-50 chance to be consumed when a potion backfires is probably something I'll look into.

Thanks again for playing!

I really like persistent ingredients as an alternative win condition too! In general backfire strategies are actually somewhat on the weak side without the inevitable doom of persistent ingredients. If a concoction had a bunch of stuff in it that was meant to clutter up the opponent's pot but it didn't make it backfire before the brew finished, the player may as well have been throwing green slime into the pot to much the same effect. I definitely support adding more persistent ingredients and ways to mess with the opponent, just with some safeguards in place to offer opportunities for counterplay. 50% chance of destruction on backfire sounds like a great solution because it will only occur after the strategy did something, and a half-filled pot is still a large disadvantage for the next brew without being too oppressive. 50% destruction would also be good way to prevent overflow in your own pot with eggplants from virility potions. 

I am really happy to hear that you've already got all sorts of plans for upcoming updates, I am definitely looking forward to playing them!