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Eientei Alchemical Apothecary's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of Theme | #15 | 3.833 | 3.833 |
| Story / Writing | #16 | 3.400 | 3.400 |
| Concept | #24 | 3.700 | 3.700 |
| Overall | #32 | 3.067 | 3.067 |
| Balance (Challenge & Fairness) | #37 | 2.600 | 2.600 |
| Gameplay | #38 | 2.633 | 2.633 |
| Visuals | #41 | 2.967 | 2.967 |
| Audio / Music | #46 | 1.300 | 1.300 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
CryptGirl38, nashi333
Streaming Permission
Yes
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Comments
There's a really interesting concept here! The idea of crafting with simple, slow ingredients versus complex, efficient ones makes for a fun difficulty curve.
I did find myself wondering about the visual layout, and wondered if there might be a better way to read the ingredients at a glance. Perhaps a shelf on one side of the UI could hold the items as well as numbers on the side that may show, for instance, +1/+2/-1 in different colors. (If there's space, the keybinds could also be placed this way.)
Otherwise, the characters' writing makes for a fun detail, and the concept overall makes for a good puzzle!
I’m so bad at these sorts of games :( Really enjoyed it and the main issues I’ve had really where UI parts like having to wait to see the numbers of things. The way that many of the items did not match their color was difficult as well as it would make more sense to me that a red object has more ingis stats then a green one.
Did she just flip me off
Wish the menus that show how much every ingredient adds is instaneous rather than waiting for an animation to see it. Otherwise it would be most optimal to just write every one on a piece of paper to get a quick reference to all of them at once.
Potion seller, I need your strongest potions!
I like how the longer animations for putting ingredients in push you to find recipes that contain less ingredients so you can make them faster for a bigger bonus. Even though the option is there to add the correct ingredients one by one, players who want to get the best score can find the fastest combinations.
During my playthrough, I forced myself to try to find better combinations beyond just adding the basic ingredients to engage with the mechanics more. Perhaps having a little pity bonus for not exclusively using the basic ingredients would be nice.
The dialogue is fun, and I especially love the ending.
Man I love cooking dubious elixirs. (Why did I spend that much time trying to optimize recipes lol)
Gameplay notes:
- The menus could stand to show up and go away faster.
- There's hard-to-read text, like the tutorial texts and the yellow "Aerus" over the yellow ingredient stickers
- LOTS of time is spent waiting in menus and during ingredient throwing - This gives a very slow pace to the game, in an uncomfortable way. If the slow feel is intended, it's going a bit overboard. Maybe allow player to navigate menus during ingredient throw?
- graphical bugs: unviewing the Satori Eye recipe causes its icon to overlap its neighbor to the left; and sometimes adding an ingredient right after another one (or maybe trying to add one during an ingredient throw??) gives it the previous one's graphic.
Balance notes:
- The ingredients' values may need some fine-tuning.
Like, there's literally no ingredient with Aerus gain other than the basic ingredient lol
- Love how the ending requirements are tied to how familiar you are of the game
- Kinda roguelite, which keeps this short game fresh for longer! Nice.
The reaction faces of the customers are a cute touch
The convos are really fun to read.
Best ending got a laugh out of me! I was not ready for it!