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A jam submission

AlcheminalView game page

Code the elements
Submitted by Ludotesis — 1 hour, 59 minutes before the deadline
Rated by 10 people so far
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Alcheminal's itch.io page

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Heroic Labs Challenge

No

Photon Challenge

No

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Comments

Submitted (1 edit) (+1)

well, I do agree with the previous comments. It's slightly tough to figure out the exact rules and controls, and the fights feel somewhat unbalanced too. Nevertheless, I'm sure it's just some UX and balance issues that are not so difficult to fix. Aside from that the game provides very strong and pleasant arcade-fun atmosphere and experience!

Developer

Thanks for the feedback 🙌 We're thrilled you enjoyed the arcade atmosphere!

Submitted(+1)

Unfortunately, I couldn’t figure out how the combos work...
In the end, I completed the entire game twice, filling every slot with nothing but swords. With this setup, it’s basically impossible to lose, and everything else kind of loses its meaning.
It would be nice if the game gave at least some indication of how it’s supposed to be played.

Developer

Thanks for playing and for the feedback!

Submitted(+1)

Hi Ludotesis! I really enjoyed the synthwave pixel-art vibe and how combining resources into elemental chains (fire + sword for an attack) felt genuinely tactical. The UI is clean and easy to read. A suggestion: a bit more visual/audio feedback on hit confirmation (screen shake, impact flash) would make the combos feel even punchier. Nice work fitting this into the jam timeframe!

Developer

Thanks so much! Adding hit confirmation is a fantastic suggestion

Submitted(+1)

hello. It was very hard to understand how to connect attacks to understand hwo to attack and defend. still unsure what does what besides blade and shield. didn't know how to predict attacks and damage i can do or match the attack with protection... i it actually works like this! I won once and lost once.  but if i would be able to pick it up faster, i would continue :)

Developer(+1)

Yeah, I think the boss fight is a bit unbalanced! 🙈 In the campaign mode, the mechanics are introduced much more gradually.

Just to help clarify how it works:

  • Element Matchups: Combinations (Attack or Defense + Element) are stronger or weaker depending on the element the enemy plays.
  • Links and  "Elemental Ammo": When you reach Level 2, you can extract elements to power up your hits. Since elemental attacks are much stronger, extracting helps you get more ammo and stack the same elements (with 3 or 4 links) for a much more powerful attack.
  • Reveal: You can use this to see how much ammo the enemy has so you can adapt your strategy.

Since it uses simultaneous turns, the goal was to create a combat system heavily based on prediction for PvE and PvP (but I didn't make it in time for the Photon Challenge 🙃). 

Thanks for playing and for the feedback!