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potiondev

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A member registered Aug 04, 2024 · View creator page →

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Updates since the last DD
v0.5.0: Consumable potions

  • Consumable potions
    • You can now consume some potions. The first two effects implemented are haste and sleep. Haste makes you move faster for a period. Sleep skips time, allowing you to skip some of the wait in the numerous things that require time to complete, such as farmables, quests and world spawns. Many more effects are planned and will come in the next update.
    •  For this to work also implemented context menu to the player inventory. The option to consume a potion is found there.
  • Start of main story
    • Changed the start of the new game so that the player is immediately introduced to the main story. Only the very start of the story is implemented as of now though.
    • Added two new NPCs who are key players in the story, envoys for the mountain goblins and forest gnomes. The troubles between their peoples is to be the main aspect of the story.
  • New devices:
    • These can be purchased from the shop keeper.
    • Decanter
    • Temperer
    • Fermenter
    • Distiller
    • Reducer
    • Mixer
  • General changes and fixes
    • Items now stack
    • The book now has a page for each effect, with a list of ingredients that have it.
    • Player now moves a bit slower. Got some player feedback that the player moves too fast for the pace of the game. If you want to go fast, you can brew some haste potions.
    • Remade the device UI and cauldron UI
    • Added a context menu for the backbag and moved drop function to the context menu
    • Remade A LOT of textures, including the player
    • Device in progress animation now shows the color of the ingredient that is being processed
    • Removed bag automatically opening after picking ingredients due to player feedback
    • Water stream and press sounds should be less offensive to ears
    • So many smaller bugfixes I lost count

v0.6.0: General balancing

  • A big amount of small balance changes for quests, prices and effects.
    • this took most of the time, hopefully it makes the game easier to get into and guides the progression.
    • this also included some background work for upcoming story update.
  • Picking ingredients is no longer instantaneous and has a little effect depending on which tool is used. Should 'feel' better.
  • Some new status effects
    • teleportation, takes you to the place where the potion was brewed
    • invisibility, makes you invisible. For now, this is just for fun.
  • some graphical updates
  • as always, many bugfixes

Wow, that is a lot of very good points, thank you very much!

Thanks for playing, and big thanks for feedback!
I have an array of devices coming in the next update that hopefully spices up the ingredient processing a bit more. Stackable items is probably something that I need to do soonish, the amount of items you end up with really exploded at some point.

Thanks for playing, and really great to hear you liked it!
The brewing should work so that all effects that the ingredients have in common and are not "opposites" (such as poison and healing) will appear in the potion as main effects (=effects that increase the value)  and in addition if the ingredients contain any negative effects they might also appear as side effects (=effects that lessen the value). If this doesn't end up happening it's probably bugged :D. The whole thing ended up becoming a bit more complicated than I initially thought, and communicating the mechanism to the player became a bit too hard for me, I think I need to do something about that in the near future. Maybe I have to tweak the whole algorithm to be a bit more comprehensible.

Gotta do something about the storage bug, sound super annoying. Thanks for reporting!

I'll try to make one for the next demo day!

Fun game and very addictive! I really like the style of the graphics, and the idea of the shotgun wizard.
At times it's a bit difficult to tell what's going on, especially when there's a lot of dead guys on the ground. Perhaps that's even intentional, it certainly adds to the mayhem. Also I find the font in the upgrade buttons hard to read.

These are my first thoughts, I'm going to pay this more later when I have the time

This is really hard to play because the controls are only in the start screen and there are a lot of them. I feel like I would enjoy this kind of game/simulation if I understood better what is going on.

Thank you very much, it means a lot! I'm still not 100% satisfied with the look, but it's been getting better.