Wow, this seems like a massive undertaking for a game jam. Daring, even more so solo. I think you managed to deliver a surprisingly complete game within the given constraints. There's obviously a lot of the detail and polishing missing that would really make a game at this scale shine. I've actually followed a similar idea in the mini jam right after this one and thus fully support the idea of gradually figuring out potion ingredients. I can see the potential in a more refined, fleshed-out version of Alchemy Lands.
Viewing post in Alchemy Lands (Major Jam 7: Wild) jam comments
Thanks! I actually had a lot more ideas for it, but I had to constantly cut stuff out in order to be able to make the game on time. It could have been more polished if I didn't force myself to make all the assets on my own. It was the first time I was making such a game and it took me longer than I expected to make all the systems (like the inventory system and potion crafting), and I don't make 3D models that often, so I had to get back into the "modeling flow". It was also the first time I did texture painting in Blender and the first time I made my own textures, so that also took a lot of my time that could have been spent elsewhere. The thing I regret the most is that I didn't add any sounds or music, especially since music is my main thing and I usually compose music for my games