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(+2)

Hey bronixes, I tried this again and now I managed  to play it, like I said on laptop I could not move, but on desktop I managed to play, here are my notes for it:

  • I think the "inspect item" menu on the right should be closer to the center of the screen, because the stats on items is important. Or if that is too intrusive then maybe right click would open it to the middle of the screen?
  • The music and UI feel very in Place and the Graphics of the game are nice and consistent. I spent quite a long time just throwing stuff around and tried to throw the cat out of the window etc before I went to the cauldron.
  • I think it would be nice to bind a potion to the right or something so you could always see the ingredients you need for the next one
  • Is there an end goal to the game? I feel just brewing potions one after another is not that satisfying right now. If the game is just that, then the process should feel more satisfying with cool animations and sounds etc.
  • Also one side note is that i didn't find a way to see how to make something "Warding" or "Soothing" as some customers wanted, and not sure if that even matters if they accept it anyways.
(+1)

Hey, thanks for the great feedback! I can assure you, some of the things are already considered for future versions we plan to do (yeah we plan to continue with this game, it's been a great learning experience and we've received so much positive feedback!)

  • I agree that "Item Description" should be closer to the center, since you are scanning it with your eyes and therefore you want to have focus on the center of the screen. I'm glad I'm not the only one. For now we had no time to implement better UI/UX for that so we decided to continue like that
  • Thanks! 
  • That's a great idea. I also wanted to keep feeling of immersion, so even those UI elements are quite distracting, I will think how to implement it - e.g. a hand note, or just a UI panel :)
  • Right now there is no end goal, so consider it a sandbox. We are currently discussing the progression & story for the game as what would be truly interesting. If you have any ideas feel free to share.
    • As an example we want to introduce stories and potions that will affect environment - for example village houses will change based on certain actions, or it gets more darker depending on what you are doing
  • Warding is protection, Soothing is heal. Perhaps we should change the naming to be less abstract and more tied to the effects? E.g. "Healing potion of Protection" or "Sleep potion of love" :D
    • They accept it regardless, but if you give them perfect potion (it's a bit bugged now but still works) - they will give you a proper response.
    • We planned to do the "hard no" side effects. Like "Potion of strength, but everyone falls in love with you" and the customer would mention that he doesn't want that. But once again, no time


I hope you liked the game and thanks again for a big review! I'm glad it finally worked for you to play it