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Not a bad concept at all. Cozy vibe, which I always enjoy. I liked the mechanics of the potion brewing and the separation of that process with the gathering of parts. Movement was responsive enough and the level was well laid out in that I could navigate it by memory quite easily.

However, I am not sure if the game had an end goal or a larger goal to work towards. Making potions was a core mechanic, but it wasn't framed as the final goal.

Thanks for the feedback, really appreciate it!

Yep, we focused the core loop around potion making, but in this version, it’s not really framed towards anything beyond making potions for the sake of making potions (ᵕ—ᴗ—).

We’ve been thinking about ways to better tie that together, like having a specific objective that uses the alchemy system, maybe brew something that lets you deal with the toads and actually finish the game.

Glad to hear the mechanics and exploration felt good, though!