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Frantic Alchemy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #311 | 3.971 | 3.971 |
Overall | #538 | 3.686 | 3.686 |
Presentation | #625 | 3.824 | 3.824 |
Fun | #1106 | 3.265 | 3.265 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Our game is a top-down shooter about combining elements together to complete levels.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
It's a really cool game, but way to difficult for me. All the things going on you have to keep an eye on is a bit to much for me. Maybe you could have build up the difficulty a bit more throughout the levels (lvl 1 the enemies don't shoot, lvl 2 just one is shooting, and then the current lvl 1 as lvl 3). But I do really like the game, the visuals and audio are also very well done!
Idea is great, joining two enemies in order to defeat them is awesome. I feel that enemies are too strong with those projectiles, even at first levels :O
Overall game is pretty good :-)
Thanks for the comment and kind words!
I have to agree with you on the projectiles. I remember when I was playtesting one of the tutorial levels, I died like ten times on a single room. We halved the projectiles' speeds, and that made it a lot more playable for Duckblade and I. But we forgot that we had amassed a fair level of skill for our own game over the course of development. I think having some early playtesters would've helped us iron out those kinks.
This is a very good idea, and very nicely put together and presented, but I'd love if it was 50% slower.
It's just so much happening - I have to control the tricky vortex cannon, the elements move all the time, and they fire projectiles at me - some of which are going trough walls , so nowhere is safe. That's like 3 things to do at the same time at a pretty fast pace, which I think is too much. For my skill level, the difficulty curve not going up so fast would be far more enjoyable.
I love the idea of the elements, their execution with different attack patterns and very cool effects and sounds.
Solid entry!
Thank you so much for the kind words and thorough review!
I have to agree on slowing it down. Duckblade and I playtested and beat every level multiple times, but that was after hours of practice while debugging. Of course, players don't have those hours to put in. If there's one thing I could change now, it would be to add a couple of buttons on the options page to slow down projectiles by 50% and to increase the vortex's radius by 50%. Making the difficulty curve a bit gentler is ideal, but limited time and all that.
Such a cool idea! It was super fun to play, even though I wasn't very good at it. And it even has a proper menu, WITH SOUND OPTIONS AND A TUTORIAL :0 Also the music was really good. It was just there, without being to overpowering and was just vibing. Like music for this type of game should be. Good job!
The things that really brought Frantic Alchemy together for me were the sounds and music. ha1fbit did a great job on them and even made the music from scratch. Thanks for playing and for the kind words! :)
Quite interesting! It's either that the controls/combining could be tweaked a bit or that the game is surprisingly challenging for me: I think my ambivalence says you really have something here :)) Great!
I appreciate you playing our game! It's pretty challenging even for ha1fbit and I, so it would be great to create more levels with a slower difficulty ramp in the future.
Very neat game. Had me invested. Pretty challenging too!
Thank you for the kind words. :)