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(+1)

Game is very polished, and is fucking hard. The initial info dump is a bit much for me, but I think I kinda get the hang of it. Maybe consider the first level to be... a bit easier? Haha.

The concept is very interesting and I really dig it. The control is kind of janky, when I want to do the alchemy thing, I have to stop movement, which feels bad, as I kinda want a way to seamlessly switch elements without stopping. I guess I could rebind keys myself, but I still need to hold down 1 button to go to alchemy state, not sure, rn I feel janky doing that.

Stuck on the boss, I'll figure the boss out somehow, lmao.

(+1)

Thanks for playing. I'll tweak the difficulty numbers again, I always overestimate how people will fare. As for the controls, this is the best compromise I've managed to make in my opinion. I've tried:

  • A radial menu, which worked but was very slow and broke the pace of combat.
  • Number keys, which work well for the first 3-4 chemicals. The rest can be hard to reach without stretching your hand or taking your fingers off WASD entirely.
  • Number keys split into two categories, i.e. use a modifier key to access the latter three chemicals. This wasn't too bad, but it still required taking your fingers off WASD. With the current scheme, you don't have to move your hand at all

I'm open to suggestions, though. Anyway, glad you had fun!

(+1)

Just an idea, but maybe it could be more seamless if we hold RMB and move the mouse in a radial menu to select the element. It could take some time to get used to, but it would free up the movement a lot, and we don't have to slow the game down for this. Element placement could be more intuitive if the counter element is always next to the countered element.

Get rid of the utility element thing I would say, just have a potion with limited usage. I feel it's an unneeded layer of complexity to an already complex game.

(+1)

I like the use of right mouse for an input trigger, it's nice to separate the alchemy input between the two hands. That being said, I'm not really a fan of this idea overall. It would get tiring to have to draw out your mixture every time, it's a more strenuous action than just pressing a few keys. This goes without mentioning how much slower it is overall. 

The fact this is a twin-stick makes me question the input logistics. What happens to the cursor during and after entering the radial menu? Is the menu always kept centered somewhere, or is does it appear relative to the cursor? If so, what if the cursor is somewhere that makes part of the menu go out of bounds? If not, what happens to the player's aim after the alchemy input inevitably changes their final cursor position? It sounds tricky to me. 

I wouldn't be against a cosmetic wheel that shows you button prompts and whatnot, but that's just the current mapping with extra steps...