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(1 edit) (+2)

Recently came back to this game, and it’s still as amazing as I remembered!

There were a few things that I wanted to note / ask from my playthroughs:

  • I feel like clairvoyance potions should counteract the vision-reducing effects of fog.
  • Why can’t I get “Something toxic” from fiend’s powderbox mushrooms? Given their effects in-game, I would think they would be a potent source of it.
  • Some way to “unequip” potions from the throw action would be nice. I’ve lost a game due to an errant mouse wheel and 2 fireball potions, so it would be nice to have some way to prevent that. If a way does exist right now, I think it should be indicated better.
  • After a while, the list of locations you can visit becomes rather crowded. I think it would be useful if there were some way to remove locations from the list once you no longer intend to visit them.

I also have a couple of suggestions for the game, though obviously you shouldn’t feel compelled to add them. I’m mostly just throwing around ideas I had while playing:

  • I feel like all the mid-game research is all bunched up on the third row of the tech tree, and it would be better (both for readability and progression) if the third row were split into 2 rows, resulting in 2 rows for early-game research, 2 for mid-game, and 2 for late-game.
  • I think it would be interesting if there was some way to “transmute” one alchemical ingredient into another. Perhaps tempering “Something to burn” into “Something volatile”, or vice-versa. Or maybe condensing “Something metallic” into “Something that glitters”.

All in all, keep up the great work, and I look forward to the upcoming Steam release! Don’t feel pressured to rush on the update, your health & personal life is more important than getting an update out sooner.

(+2)

Hello, thank you for your input!
>I feel like clairvoyance potions should counteract the vision-reducing effects of fog.

That is a cool idea. It fits the flavour. I will probably make it that way.

>Why can’t I get “Something toxic” from fiend’s powderbox mushrooms? Given their effects in-game, I would think they would be a potent source of it.

They used to give that, but I changed it to something sinister at one point for more usefulness, as something toxic is abundant anyway. Now that I think of it, though, I can just make both options available.

>Some way to “unequip” potions from the throw action would be nice.

I never considered that it would be useful, but implementing it won't take long, so I will.

>I think it would be useful if there were some way to remove locations from the list once you no longer intend to visit them.

I will need to think of such a feature.

>I feel like all the mid-game research is all bunched up on the third row of the tech tree, and it would be better (both for readability and progression) if the third row were split into 2 rows, resulting in 2 rows for early-game research, 2 for mid-game, and 2 for late-game.

What is currently a late game won't be for very long, and specifics of the research tree, too, will be subject to change.

>I think it would be interesting if there was some way to “transmute” one alchemical ingredient into another

Something like alchemical gold is a possibility, but I don't have any specific thoughts yet.