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Lost Alchemist

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A member registered 11 days ago · View creator page →

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Hi everyone,

I've been making Lost Alchemist, an alchemy roguelite that runs fully in the browser. I thought being web-only would make it accessible: no download, no account, you click and you play.

It turns out the game is harder to understand than I expected. There's a lot going on in the first minutes, and finding the right balance between explaining and letting people play is not easy.

The thing is, once players get it, the replayability is huge and the sense of progression is really satisfying. So I'd love your thoughts on onboarding:

  • How do you get players through the first minutes of a complex game without losing them?
  • Would you teach everything up front, or let players discover things and fail early?

Play (browser, no install): https://lostalchemist.io/essai?ref=itch

Any feedback is welcome, even one sentence. Thanks!

thank you so much for your answer :) I'll work on it

I'm tuning the opening of the game and I need to know where you dropped off.

One sentence is enough: which step, which screen, or which moment made you hesitate to keep going?

If you didn't drop off, tell me what made you want to stay.

The demo runs in the browser, no account needed: https://lostalchemist.io/essai?ref=itch

Thanks in advance, every answer helps.