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A jam submission

Potions and PolyculesView game page

Submitted by rufia — 11 hours, 59 minutes before the deadline
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Potions and Polycules's itch.io page

Results

CriteriaRankScore*Raw Score
Play#24.4744.474
Novelty#43.9743.974
Aesthetic#74.3424.342
Ambition#73.8953.895
Overall#103.5393.539
Sound#163.6053.605
Harmony#173.6323.632
Horny#213.4213.421
Kink#243.5003.500
Narrative#512.2632.263
Stealth#542.2892.289

Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Stuff you did not do in February
Had the concept on the backburner for a while, but all work was done within the game jam

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Comments

Viewing comments 24 to 5 of 24 · Next page · Last page
Submitted(+1)

Theres a start to an alright game here but the swirly things are super op and are just an almost strictly better version of the potions that make eggplants; and they don't even seem to change the witch visually at all. Definitely needs some balancing

Submitted(+1)

Lots of fun! While the Allure elixir and Accelerant elixir are strictly required to be able to play, I wish the third elixir type was randomized. The third elixir type you start with just ended up being my "elixir I swap out for other elixirs" Elixir.

Host(+2)

alright.  alright.  fuck.  okay.

obviously this is very good.  i've gone back and played it again several times because it's very good.  this is the kind of game where i would expect it to have like three potion ideas and then that's kind of it, even if it weren't in a jam, but there keep being new ones somehow even after i've logged like four hours of this.  absolutely baffling.

and obviously it is great when a Thing happens to me.  i mean.  of course.  (though it maybe could do with some more visual feedback; i'm usually staring at my own cauldron and don't notice whatever is going on on the other side of the screen, so sometimes things just sort of happen and i'm not sure when they happened or why.  (i know the game is turn-based but i keep trying to go fast anyway))

that said there are some...  light, mechanical, issues...

  • the swirly candies are insane.  every single time i ran into them i got locked into an overflow loop and there is just nothing i can do about that.  at all.  the only approach seems to be "win really fast", but i'm generally trying (in vain) to do that anyway and the candies reduce my ability to do it.
  • i have no idea where this bovine potion came from but it basically ended the game immediately.  i'd just picked up the elixir that increases your brewing time, because i'd never seen it before and wanted to see if it was worth it, and i ended up getting dealt basically just that and bovine potions with no accelerant at all until i was out of space.  i didn't even cast or combine them a single time and they just kept coming and i could not get rid of them.  i can't believe this is post-nerf too omg

i think the upgrade pathing is pretty interesting, certainly moreso than just straight deckbuilding, but it does mean that it's very difficult to try out new potions -- it's random whether i get offered them at all, and then it's difficult to make them work if i only take one (which usually happens, because my pool tends to have two allure potions in it, because i need those, because they're what wins the game).  i'm not sure where else to go here that wouldn't be a radical change, but it adds a massive amount of sheer dumb luck to a game that already has a lot of it happening.  maybe it would help, maybe even enough, if i could unlock some coarse adjustments to what i start with, like, different preset loadouts?  or maybe just offer a wider selection of existing potions to modify, but only let me use three of them.

also i'm surprised that combining potions doesn't...  do, anything?  as in, if you combine two allure potions that would each give you 2 allure, you get a higher-level potion that would give you 4 allure.  which is the same thing since both of the smaller potions would be cast anyway, right?  in fact if you're going for space efficiency it seems like you might want to avoid combining potions at all, and instead keep them all as vials, the most compact shape.  at level 6 the potion does vanish entirely into the background, which is cool, but that's only happened to me a handful of times.

but again it's not immediately obvious what you might do to change this, since you're using a lot of small whole numbers, so you can't say like...  each tier is 10% better than two of the previous tier.  that might work for allure where you could just add some decimal places or whatever, but it doesn't work when a potion's effect is "downgrade N of your opponent's ingredients".  but maybe it doesn't matter.  just strikes me as odd that the most visible Thing the game does has relatively little effect on the gameplay?

anyway this is real cool.  it's good actually if you make a game that has enough for me to think about that i write like eight paragraphs about it

Submitted(+1)

what is this genuinely fun, high-quality game doing in my silly horny game jam wtf

This is shockingly high-quality. From the little wobble of the text on the menus to the gentle clinking of the glasses to the sine-wavey flow of liquid, every aspect drips with polish. And that's not to mention the gameplay. The sheer, tetris-like satisfaction of bouncing a round bottle into another, into a test tube, into brewing my potion and seeing the number go up, was concerningly compelling. To the point where I'm tempted to go back and play more after finishing this review.

I think I'm going to go back and play more after finishing this review.

Sans the naughty bits, this could legitimately be a good-ass mobile game. Screw that -- with the naughty bits, this could legitimately be a good-ass mobile game. Simple, effective, and addictive gameplay loop, with a bit of fun context to spice things up and progression to keep it all fresh. Very, very, very good.

Developer(+2)

oh my gosh, thankyou so much! maybe I should consider looking into a mobile port some time 🤔

Submitted (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!

Developer(+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!

Submitted

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!

Submitted(+1)

I've honestly been trying to leave a comment on this for days but every time I get back to the page I'm like, well maybe I could just play a little again real quick, and then it's suddenly a lot later and I have things I need to do and don't get to actually commenting. It's so, so good! It took me a while to even realize what was going on with the characters during puzzles because I was so laser focused on strategy lol. From the amazing artwork and visuals to the extremely satisfying sound design, and of course the killer puzzling, it just pulls me in so much. I would play so much more of this, and I think I've put at least a couple hours in already.

(+1)

Great game! Love the idea in general, it has a lot of potential, i would however like it if you could make your own starting kit, with some restrictions of course. Otherwise 10/10, will play again.

(1 edit) (+1)

This game it's nice, have a lot of potential in the future

Submitted(+1)

Suika vs.? Absolutely fantastic! I keep coming back to play more, I hope that you keep working on this because I love it! Currently my fave from the jam!

Submitted(+1)

Addictive. Amazing game. This rocks! I wish there were more body types than just the extremely thin waist mannequin body type. This game has some crazy good juice, pun intended. Builds feel great and I would love to see the TF elements take the characters even further- including things like the character sprites getting even more cow themed like cowprint or even a full anthro model.
Even when potions got too big or I knew I would lose, I still had fun trying to fuck with my opponent's model out of spite. Good game!!! Love the stubborn witch polycule

Developer

thankyouu

yeah, more bodytypes is very much a feature I'm interested in for the future, just wasn't time for it for the game jam unfortunately

Submitted(+1)

This is an all-round AWESOME game, wish we could do a duel in a hotseat pvp. Hope it's planned for the future and really looking forward to it!

Submitted(+3)

I love a TF magic fight, and having the mechanical effects so well matched to the flavor of the potions is really doing it for me! The clinking glass sounds are so juicy, and I love the art and the way the characters are put together. I keep restarting the first round until I get one that looks like me, thank you for the curly hair.  Also gathering a witch polycule as one of the witches is such a cute and refreshing framing vs the usual harem building vibes.

Most of the criticisms I have are the same as what's already been said on the game page comments. But this is genuinely one of the games I'd  most like to see expanded on in the future, because being able to more deliberately explore some of the mechanics absolutely would keep me coming back. Cowbell starter deck, I beg you.

Submitted(+1)

What a clever game! It's really well designed how the potions are combined with the lewd effects. The art is very charming, and the sounds when you drop potions never get tiring. I wish you could customize your witch character too.

Submitted(+2)

Really unique concept, creatively fulfilled and both very fun and very hot. Really easy to lose time to (even if the audio seems to bug out after a couple minutes of playtime...) Seriously, I'm blown away by the design of this game. You put an incredible amount of variety into this!

Submitted(+1)

this is one of the games i've kept coming back to.  it is SO satisfying and challenging.  I could see more elements added like more tfs but like. i KEEP GOING BACK.

Submitted (1 edit) (+1)

Super polished game! Everything makes sense from both a gameplay and thematic perspective. It also has a lot of content—I wasn’t expecting this many different potion types. I probably haven’t seen them all yet!

The visuals are great too. Witches are really cute!
Since they are made by combining different sprites (I assume), it would be nice to have an option to customize the player's appearance. Though, it is possible to reroll a few times to get the one you want.
Also, this is probably way out of scope for the jam, but opponents could have attributes that match their potion sets—like a slime body if they use slime.

For now, I’ve only played the browser version and had to stop because the sound was bugging. I’ll definitely check out the downloadable version later, since I’d love to give it another shot in better conditions.

Great stuff!

Submitted

I quite enjoyed what i managed to play of this game, the realization that this is "horny suika game" was really something. Not on my bingo card for this jam at all. Sadly there's an issue that causes gradual performance degradation, culminating in a crash to a white screen before i'm able to progress too far and the deckbuilding aspect starts to really kick in. I assume it's the same as the audio bug others are talking about, but they don't seem to be having the crash. Maybe it's a difference between graphics cards, or because i was playing it in its own window rather than in-browser.

Developer

Sorry to hear you had performance problems. May I ask what platform you're on? It seems like a lot of folks on Windows 11 are having issues.

Submitted

Windows 10 with an AMD GPU (Radeon RX580). I'm playing the web version now and i haven't had the crash so far so it seems like that's the way to go for me or anyone else who might be experiencing what i am.

Submitted(+1)

The game is good, the sound bug is f'ed (and global) and also virile+compression is op (scales as far as i am, through hypno and milk) all in all... good job :) ... and i played on again off again, didn't get there in one sitting.... but i am at 690 v 690 health (screenshot didn't post) ;P

Oh and a counter to tell which witch i am on would be a godsent hud element. 

sry if i overdid it, i might be slightly unhinged (the easiest exploits all happen when you deliberately overcook your own side to skip the "reset" of items (aka make big on enter make small on cook) and stuff... i could list them all, but like, only because the game was so fun i was experimenting a lot (you should def just get punished by volume on overcook rather than trigger anything....)

Submitted (1 edit) (+1)

Awesome game! A great premise, super adorable art (I adore how the cow versions of the characters look!) and the clinking bottles are a great touch. The bottles can be a bit of a pain to pick up - it's not apparent at first that you're locked out of moving the next one until the first one is settled, which reads as unresponsiveness - and the milk especially can completely soft lock the game. An alt win con or a max number of turns would really help.
I'm always so partial to a deck builder though, and this is a great one; I can see myself coming back to it post jam just to futz around with.

Viewing comments 24 to 5 of 24 · Next page · Last page