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(+1)

Good catch on the Tourmaline gem being absent, I'll fix that for the next update. Also really like the idea of sacrificing the potency of one the ingredients on your shelf to increase the potency of the ingredients offered on the reward screen - definitely making a note of that.

Yeah, the Catalyst Elixir especially might be a little underpowered atm. It suffers really hard from junk ingredients.

The concept of some kind of sideboard is definitely interesting - I'll have to consider how I'd implement such a system. 🤔

(+1)

I think that honey slime is the weakest. Like catalyst, it's vulnerable to misplacement, overfills, and idols, but unlike catalyst it's also loses to cook time manipulations. It also caps at reducing time by 8, requiring 4 drops, while accelerant requires just 2 drops even at level 4. Perhaps honey slime should decrease brew times by 1 on infuse? That way you'd only need 2 to brew at max level, so it will have an advantage over accelerant by being synergistic with rose slime and easier to max out.

Stimulant injection is definitely the thing to switch to for a final build. I would take stimulant injections even if they were to become single use. Almost any offensive pair of level 6 elixirs with a persistence modification powered by stimulant injections can win infinitely. This isn't necessarily something that needs fixing, since there should be some sort of a finished combination to aspire towards, but I've gone infinite with a "carnal, bulging, growth, concentrated" combo, and a lightweight "mesmerizing, compression" combo.