Nice job with this, I like the idea of mixing new potions to keep moving forward. Controls were a little tricky to get the hang of at first, but you did a good job with the collecting and crafting interface, that stuff is harder than it looks. Great job!
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Alchemical Adventure's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #52 | 3.450 | 3.450 |
| Theme | #62 | 3.700 | 3.700 |
| Fun | #71 | 2.850 | 2.850 |
| Overall | #85 | 2.893 | 2.893 |
| Accessibility | #86 | 2.550 | 2.550 |
| Graphics | #91 | 3.000 | 3.000 |
| Audio | #94 | 2.550 | 2.550 |
| Controls | #140 | 2.150 | 2.150 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6.2
Theme Interpretation
You play as an alchemist brewing potion to help them on their adventure
Wildcards Used
Finite resource that can be refilled
Your game seems to come from a retro console
Source
https://github.com/Olly-Fallows/alchemical-adventure
Discord Username(s)
Ngumi
GWJ Participation Level
4
Team Size
1
Comments
Cool concept :) it took me a little bit to figure out the potion combining thing, I didn't realize it was space on each item then space onto the bottle. Kept doing it in some other order and destroying my ingredients, but once I got it it was all good. There was also a spot (4th screen maybe?) where it would have been really helpful to know how many spaces I was from the next jump since there isn't a way to adjust your spacing after you take the speed potion. So maybe a visible grid might help? But overall, solid game!
Super fun and cute game. I loved the puzzley aspect and the narration was funny. Great work! I couldn't figure out how to use any potions besides the one in the first slot though.
The artwork is nice and it does feel like a retro game. The controls felt a bit stiff but overall it was a good game
If you are free,heres my game:/jam/godot-wild-jam-92/rate/4491956
Really cool entry, I liked the idea a lot and taking ingredients from the grounds was cool. As others already said, I know it's styled as an old game but the controls were tedious and made everything feel longer than it should be. Otherwise I would totally be able to see this idea developed into a full game, it would be really cool ! Great job !
This is a really cool idea, I very much like the mystery dungeonlike tactical angle. Actually brewing potions though took a lot of time for not quite enough reward IMO, I think either a shortcut system for potions you've brewed before or just bigger effects would have gone a long way (e.g. rock potion moving more than 1 square at a time, ice blocks spawning maybe a 2x2 or something), especially because I kept dying and having to restart. I also would really have liked some kind of preview to know that I was gonna blow myself up, too many times did I die from my own explosions.
The presentation was also nice, I thought the hopping around was nice and the graphics were good!
Designwise though I thought it was otherwise excellent, the level prompts gave just enough and I felt like I did discover my own potion recipes! That was fun. I felt like I had options to solve levels too. Sometimes I would build ice bridges instead of bothering with the rocks b/c I perceived it as faster.
Good job!
I really appreciate that you don't reset inventory on death, that makes getting back to where I was a lot smoother and kept me playing for a long time! I did get a bit frustrated with the demons since I kept trying to get back to the water as fast as possible but the delay they caused waiting for their longer moves would cause me to tap too many times and fall in the water. That's really the only issue I had though and I thoroughly enjoyed the game!
Great concept! Feels good to brew up the potions you need on the fly
The game was cool! My biggest gripe was the controls. I know that retro games didn't have the best controls because they were played on gameboys and stuff but I'd would have had a lot more fun if I would've been able to use my mouse more for navigating menus and aiming potions. I went through a few of the levels but the controls were taking the fun out of the game and I was having to focus more on navigating the menus and potion making.
you asked for no holding back on discord so I will do my best :)
overall its a great entry, played quite a bit and had fun! the retro visuals are super nice, but the music was a bit too much for me, and I think some SFX were too much also (e.g. the sliding bar to turn the volume down doesnt need to itself have a volume IMO)
the gameplay is quite interesting, I like the idea of making potions to solve the puzzles. And I like the added element of having to think ahead because you can't always find the resources you need around you.
the speed potion took me a little bit to figure out, because it seemed like you have to start off at a certain position to actually make it across. I tried many times just drinking and running through and fell, so it was a bit frustrating. But eventually I learned to make the jump consistently, but I think it could be a bit easier
I only realized now that you could keybind new keys to move super late, so I spent most of the game doing everything with WASD + E + 1234 so it was quite repetitive. I think the default can be to move/select things with the arrows, so the player uses both hands more evenly. Or at least make it more clear that its possible to change the keys
despite the comments I still had a lot of fun! The atmosphere is super nice and I think you created a really fun retro-looking game. The potions and the puzzles are really cool, well done
Thank you so much for the feedback.
For the music I agree but am sadly not yet skilled enough to make a good bgm much more practice needed. For the spacing with the speed potion when this issue came up in my testing it was sadly too late to change, the best i could do was adding a note in the tutorial to be careful of spacing but clearly wasn’t enough, gonna have to think on how to try and predict issues like this in the future. For controls I tried to keep it as simple as possible for accessibility purposes but there is no reason i couldn’t have had it do both and I am making a note of that for the future.
While controls are to be desired, the concept is solid and fun.
Adding a grid view would help judging movement and potion throwing.


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