Congratulations on the game. It's very enjoyable to play, very relaxing. It's a simple premise but very well executed.
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Alchemist Cave's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #348 | 3.168 | 3.168 |
| Enjoyment | #385 | 3.295 | 3.295 |
| Theme | #435 | 3.368 | 3.368 |
| Overall | #467 | 3.193 | 3.193 |
| Visuals | #482 | 3.421 | 3.421 |
| Audio | #514 | 2.989 | 2.989 |
| Innovation | #551 | 2.916 | 2.916 |
Ranked from 95 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You are an alchemist on an alien planet and you have an extravagant cave beneath you.
What code and assets did you not make from scratch during the jam (if any)?
Everything except the easter egg star.
How many people worked on the game?4
Comments
A fun little game, but maybe make the potion book portable (While crafting using the pot) to make the game a bit more enjoyable, especially with limited inventory system
Great job guys I ended up playing it for about 20 mins and it was enjoyable.
Quite interesting! Although I wasn't completely hooked on the whole up-and-down aspect, great game!
Interesting game, pretty fitting considering the theme. The visuals could definitely use some work, and in the end it is quite repetitive. Camera sensitivity is also too high.
The game was really enjoyable, the cave was a bit hard to navigate at first, but once I understood where everything was, it was much easier to satisfy the alien's orders, anyways, the artstyle is funny ( I really like the goofy alien walking animation ) and the cave looks really cool. Well done!
This was actually a really enjoyable loop. The cave had a nice variety of resources, and the pickup sounds were super satisfying. I like how the pitches subtly change so it doesn't get repetitive; small detail but adds a lot. The whole portion crafting side felt clear and organized, and I really enjoyed interpreting the customer hints. The 5-star rating system adds just enough pressure to keep things interesting too. This feel like something could really grow if you kept building on it.
Great Visuals, a tight core gameplay loop to keep me engaged. I think the idea behind the game pretty solid and all the design of the room , the assets used feel intentional and well placed. The first impression when the game opened was great. Good supporting music by the way, it played a considerable role in keeping me playing till I became the royal alchemist.
Feedback would be the mouse, its not the sensitivity. I feel like rigid limits for the rotation of camra are directly mapped to the mouse and moving it more than it would just breaks the game, I tried three different mouse sensitivities and observed the same issue. So maybe look into the code once
One additional feature I would have like is me being able to open the list of potion any where anytimesince I am a forgetful person, had to come up 5 times to make a sleep potion.
Kudos for making a very visually appealing game!!
Have a great day :D
Edit: Also I liked that they don't directly ask the potion but give indirect phrases. That's a great touch. Just wanted to mention it ;D
First of all, you finished a game that looks great overall — and achieving that in just 7 days is impressive. Great job, guys.
Things I liked:
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The background music loop was really good. It fits the game’s style well and doesn’t feel repetitive even after playing for a few minutes.
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The overall concept is strong. Having a shop above a cave is a cool idea, and the 3D assets you created look great although I would work on the lighting in order to make them look better on camera.
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I like the ambiguous customer requests and the star rating system based on player decisions. If you decide to expand the game, I would definitely keep developing this direction.
Constructive Feedback:
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The mouse issue already mentioned by others.
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I would consider separating the selling phase from the gathering/crafting phase. Maybe this was intentional, but it felt slightly odd having a customer waiting indefinitely unless you add a timer that makes them leave after a certain amount of time. That could be an alternative solution if you prefer to keep a single game loop.
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The cave section doesn’t feel particularly challenging. I would suggest adding an extra gameplay layer there. The most obvious option would be some kind of combat interaction, but it could also be something different — just something that makes it more engaging than simply walking around and collecting materials.
Thank you! That a lot of feedback!
- With the music we didn't want to make the player feel bored of it so we made it a little bit larger, nice seeing someone mention that!
- The lighting issue is from the port to web gl, we tried solving it but only got to the state it is right now, if we continue working on it it will be a pc / console version so we won't have that issue as the Max 4 realtime lights wont be there
- We'll definitely work into that direction with the costumers asking for stuff and rating depending on what you got and with more "tiers" of acceptance
- The mouse is our bad, the slider should go lower
- With the cave->shop, we'll add something like being able to close temporally the shop or anything like that probably
- And the cave will have more zones and maybe some of them include some kind of combat, locked behind items like a hazmat...
Thank you a lot for the feedback!!!
Well-made game. I actually enjoyed it a lot. The cave looked really cool!
There is so much to that can be added to this game, so many more bit and bobs. In general im a fan of these cultivating create games, always good for a cozy moment.
Bruh. Haha that alien had me cracking up when I saw it walk away with the potions lol. This was a cool game and visually it was really nice to look at. Very ambitious for a game jam! Nice work!
I really enjoy these types of games. It's really cool you put the effort into a lot of asset making, it feels really polished and made with a lot of love, I'm sure you guys had lots of fun making it, really cool game!
I really liked the colorful crystal cave.
Cool take on a shopkeeper game- having the ingredients harvestable is a nice touch.
I sold the guy who needed an underwater breathing potion a sleeping potion. I hope I didn't kill him XD
Really great environmental design! Lots of different resources that are placed clearly and logically, made the connection quickly to find ingredients which felt good. One thing that did happen was the my first request was for a "special potion". I could not figure out what this was from the potion book, maybe my own skill issue there though lol so had to restart
Thank you so much for the feedback! We’re glad you liked the environment.
About the “special potion”, it’s called “special” because it’s made entirely from mushrooms, kind of like a nod to… well, you know... hahaha. That’s also why it’s in quotes. We wanted players to make that connection, but we totally get that it can be confusing at first!
The alien is so cute haha. I love the cave area, the visuals are great!
Fun game. There's definitely something here if you plan to take it further. Sure, it's similar to Potion Craft in terms of making potions to order, but the added exploration definitely expands the concept. I found myself taking inventory of everything I was short on before going on an expedition. Excellent that you made everything in the game from scratch!





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