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A jam submission

AlchemickalView game page

Wreak havoc with the power of alchemy in this roguelite twin-stick shooter!
Submitted by rodbotic (@rodbotical) — 2 days, 23 hours before the deadline
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Alchemickal's itch.io page

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Comments

Submitted

i just suck at this game
i suck so hard that i keep forgetting the controls lol
honestly, changing the weapon with the mouse wheel would feel more intuitive than pressing R
also, shift is more common for dashing compared to the spacebar
fire damage seems very punitive, especially considering how easy it is to press the wrong magic in the heat of the moment and further hurt yourself rather than heal
shopkeeper lookin good as always

Submitted(+1)

The options menu scrolls with the scroll bar automatically downwards. Hard to see options because of that when changing the default resolution. I don't see why I have to press control to select something that could be a movement key when the number keys already exist, I wish control wasn't used as the default, Q would be better. Since moving my finger down there gets tiresome every time I want to switch, and this game is about switching on the fly. I had to change it and having it as Q with the rest being the number keys is so much better. It really should be the default with how much better it is to use once changing it around. keyboard shortcut support too would be nice for certain combos. Tutorial needs respawn checkpoints. Also a way to skip the tutorial when accidently killing yourself, which falls in line with checkpoints for the tutorial. Maybe showing visually that you are in the mixing menu outside after selecting something would be a nice touch too.

The game, outside of the default controls being bad, is decent and fun. Needs more music. It is a fun game. I don't have anything else to add about bugs I could, since the other post talked about it already. The only major thing is the default controls is just awful. Once I changed it, I had a much better time overall. I think with some polishing, this will be very good.

Developer

Thanks for playing!

The options menu scrolls with the scroll bar automatically downwards. Hard to see options because of that when changing the default resolution. 

I'm not sure I follow.

I don't see why I have to press control to select something that could be a movement key when the number keys already exist

Because it's difficult for people with smaller hands to stretch their finger to the 6 key. Might not be a problem for you and I, but the default setup allows people to keep their hand in one place and minimizes uncomfortable stretches. You're always free to change it, as you've done yourself.

Since moving my finger down there gets tiresome every time I want to switch, and this game is about switching on the fly. I had to change it and having it as Q with the rest being the number keys is so much better. It really should be the default with how much better it is to use once changing it around. 

I can try it, but CTRL feels comfortable for me.

Tutorial needs respawn checkpoints. Also a way to skip the tutorial when accidently killing yourself, which falls in line with checkpoints for the tutorial. 

I can make the tutorial automatically restart when you die, but no checkpoints. 

Maybe showing visually that you are in the mixing menu outside after selecting something would be a nice touch too.

The mixing text changes color slightly, but sure. Have any ideas?

 It is a fun game. I don't have anything else to add about bugs I could, since the other post talked about it already. The only major thing is the default controls is just awful. Once I changed it, I had a much better time overall. I think with some polishing, this will be very good.

I'm glad you had some fun with it.

Submitted

In the video options, in full screen it doesn't show all of the video options. Only 4 for resolution types. So I selected a tiny one and it started showing every single option once out of full screen. But clicking to select an option has it auto scroll downwards even when not pressing any key or using the mouse where trying to move. It took me a couple of minutes to select an option since it kept flying past what I wanted to select.

Submitted(+1)

Took me a few tries to get back in the groove but it was smooth sailing after that.

The new rooms are nice, it's good to be able to put some obstacles between you and your enemies. 
The minimap should show the direction to the exit after you've found it.
A "full map" button that only shows the rooms you've been in would be nice, that way the player can more easily make sure they've cleared the whole floor before going to the next one.

The miniboss dies weirdly while frozen, the dying animation slows to a crawl and the audio cue doesn't play properly. Maybe frost should defused it like the mine enemies.
Also I would make it so the last floor's ending portal is always behind a miniboss so that players have a final challenge to look forward too. It's a bit anti climactic to enter the last floor and find the exit after 3 rooms.

The new UI layout is nice but you've removed the "press C to open upgrade menu" text so players won't know that exists unless it's in the tutorial.
Taking your eyes off the character and your enemies is still dodgy to do in combat. I'd prefer if the chem stock UI was, like, 3 times as big and transparent, but don't do that because it would look ugly. 

Really fun.
Looking forward to playing more and seeing new enemies.

Developer(+1)

Thanks for playing! I always look forward to your feedback.

The minimap should show the direction to the exit after you've found it.

Sure, why not.

A "full map" button that only shows the rooms you've been in would be nice, that way the player can more easily make sure they've cleared the whole floor before going to the next one.

The new map menu achieves this: it shows the entire dungeon, highlighting completed rooms in green. You can open it with M, I can see how you'd miss that if you didn't go through the tutorial again. 

The miniboss dies weirdly while frozen, the dying animation slows to a crawl and the audio cue doesn't play properly. Maybe frost should defused it like the mine enemies.

I'll take a look at it.

Also I would make it so the last floor's ending portal is always behind a miniboss so that players have a final challenge to look forward too. It's a bit anti climactic to enter the last floor and find the exit after 3 rooms.

Boss rooms should be in the next update. You'll have to defeat a boss, then the portal appears afterwards.

The new UI layout is nice but you've removed the "press C to open upgrade menu" text so players won't know that exists unless it's in the tutorial.

It's in the tutorial. On that note, I am in the process of moving the weapon upgrades menu to a dedicated workbench rather than a keybind: a lot of people forget to press C, and it's just too overpowered to be able to change your build anywhere and anytime.

Taking your eyes off the character and your enemies is still dodgy to do in combat. I'd prefer if the chem stock UI was, like, 3 times as big and transparent, but don't do that because it would look ugly.

The alchemy slowdown is supposed to alleviate this a bit since it gives you time to look down, but I agree to an extent. There's not much else I can do to address this issue without compromising the UI, it's just an inherent part of the game.

Submitted (1 edit) (+1)

Everything look good but I think it need lore or some ambiance, something that make it more than just another dungeon crawler.

Also need main music menu

Developer

Thanks for playing and for the fanart!

Developer

What's new:

  • New dungeon generation algorithm, now using pre-authored room layouts.
  • Refactored elemental affinities—more enemy variants as a result.
  • Brief time slowdown upon using alchemy, not available in hard mode.
  • New in-run UI layout.
  • Map menu, accessed by pressing M.
  • New Shopkeeper animations.

Press backspace to enable cheats: comma adds money, period skips the current stage. Proper devlog coming sometime in the future.