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A jam submission

Potions MasterView game page

Pirate Software's GameJam 2024 (Team: Sheru& Julian)
Submitted by Sheru7000 — 15 hours, 3 minutes before the deadline
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Potions Master's itch.io page

Results

CriteriaRankScore*Raw Score
Playability#2584.0004.000
Theme#13302.0002.000
Cleverness#14712.0002.000
Artistic Style#16972.0002.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Gameplay is fluid, if a little basic. Took a couple of goes before I realised I had to sprint to evade even the level 1 enemies! I'm not entirely sure, from just playing, how the game first the theme. Yes, it includes potions throwing but not specifically alchemy, as far as I could tell. Nor does it include "shadows" other than the shows provided by the lighting effects. The artistic style is as described in the GDD, more or less, and they all fit within the medieval genre that you are going for. Even the lute cover of the final countdown! Good start on the GDD, but you still have images from the example GDD that Thor provided in your one.

Did you include your Game Design Document as a Google Drive link?
yes

Seriously... did you include your Game Design Document?
yes

Is your game set to Public so we can see it?
yes

Tell us about your game!
Potions master is a 3D rogue-lite game. the submitted version of the game is a single player experience that relies on you defeating your enemies by mixing different status effects inflicted upon enemies using different types of elemental potions. Later we wish to implement CO-OP hoping for chaotic games caused by unintended reactions between different potions thrown or drunk by multiple players. We are currently working on a cooking system, that lets you unlock potions by collection ingredients spread across the map, however as it is far from completion, we have given the submitted version full access to all potions that we have managed to make so far.

Extra Notes
POTIONS ONLY BREAK WHEN THEY HIT THE GROUND!
ANY STATUS THAT APPLIES TO THE ENEMY WILL HAVE ALMOST ALWAYS THE SAME EFFECT ON YOU AND VICE VERCA!
THIS game was made in train rides from and to work (╥﹏╥)

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Comments

(+1)

good stuff. i like the game. fun mixing alchemy mechanics.

Submitted(+1)

I think the game is just a bit too easy, or rather the difficulty comes from the potion throw being physics based which doesnt feel quite right... maybe the enemys should come from different directions like in a vampire survivor? I could also see the potion effects on the ground damaging yourself

Developer(+1)

Tysm for the time spent on the game and the feedback! And yes, right on the dot. I was trying to recreate the vampire survivor esk implementation of enemy spawn system, but like you mentioned, it uhh isnt done very well and the difficulty really is the potions physics if you use even a little bit of the reaction system. But yeah, once again tysm! And if the game garners enough attention I absolutely plan to continue working on it!

Submitted(+1)

Pretty fun game! The mechanics are straightforward, and it feels rewarding whenever I beat a level. I could see this being a fun arcade-like game!

If I could give a few pointers on where this could be improved, I would like to start with the control scheme. It felt  clunky bouncing between the number keys as well as holding down the shift key with my pinky because the walking speed doesn't do much. Overtime, my hand started to ache. It would've been nice to use the scroll wheel on the mouse to cycle between the potions as well as tweak the walking speed of the character. Also, it would've been nice if the potions also broke whenever they collided with the enemies. There were moments where I threw a potion and watched it bounce off of a giant monster, and I found that unfair.

One other thing, I can see the alchemy theme in the game, but I don't really see "shadows".

Considering that y'all made this in train rides to and from work, I say y'all did pretty well! Keep up the great work!

Developer

Tysm for the time and feedback! The arcady feel is indeed the goal, so am glad that got through, the shadows theme is infact missing, it was going to be the enemies orignally, so like creepy shadows come to attack you in different shapes and forms and take extra damage with potions that generate light and what not, but as you can tell, that uhh... never made it to the final build XD.