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Thrower Alchemist

Throwing potions to kill, drinking potions to celebrate · By Greem

Good start needs work

A topic by GjeoDev created 21 hours ago Views: 13 Replies: 1
Viewing posts 1 to 2
(+2)

A list of my thoughts (both good and bad):

Bad:

- I find the player taking damage from their own attacks a bit frustrating.

- The enemies need more juice when they get hit or take damage, make them squash and strech, spawn some particles and flash (change their color to white) for a bit and some impact sound, as it is the hitting action feels dull.

- Making the player start from 0 inside the tutorial is extremely brutal (after finishing the tutorial I can see why you did it (the game is just the tutorial), but for a later version I recommend you to create some sort of a checkpoint between sections. For example I died in the pit where you need to press shift to go over, because I didn't notice the shift text).

Good:

- The potion mixing mechanic is cool, a bit confusing as it is right now, especially in the moment when I combined 2 potions and they exploded, there were some signs on the ground, but it's hard to tell exactly why and what potions would explode or not if mixed together.

- The art is simple, but it works as it is (except the potion fluid/area on the ground, the big pixels make it look out of place, maybe add a different sprite, that has the same pixel size as the player and enemy sprites)

- The loading screen, be it simple, I do enjoy it. And the death screen is really cool (even though I would like to see it less :D (aka not dying so often).

I have to say the game still needs work, but I can see how it could become fun if you polish it, expand upon the good mechanics and take care of the frustrating parts.

I'll give you a 4/5 for encouragement. Good luck with making it better!

Developer(+1)

Hey! I’m really glad you liked this very early version of my game! It’s quite basic because I was up against a deadline to upload it (today), but thanks a lot for the recommendations!

I asked friends during development what they understood from the tutorial to see if the message was getting across, but of course, 2 or 3 people aren’t enough—I really appreciate the specific details you pointed out!

Regarding taking damage from your own attacks: the idea is for that to depend on the specific potion. Yes, it’ll be clearer in the future; I didn’t have much time to add everything I wanted, but later on, I’ll add a way to see what each potion does. (The one thing I won’t add is a list of incompatible combinations; the fun lies in learning what works and what doesn’t—kind of like picking up a new item in The Binding of Isaac without knowing if it’s good or bad.) That’s why the explosion when combining incompatible potions feels so sudden; I wasn’t sure how to let the player mix potions without knowing if they’d explode or not, but there’s still plenty of room to improve the core mechanic!

I hadn’t really realized the explosion seemed so huge compared to the rest of the game, but I’ll keep that in mind!

Thanks so much for the support! I really wish I could have released it in a more polished state, but time constraints made that impossible. That said, I plan to keep updating it, and I hope you continue to enjoy it!