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Alcaists's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Playability | #1 | 5.000 | 5.000 |
Cleverness | #1 | 5.000 | 5.000 |
Artistic Style | #1 | 5.000 | 5.000 |
Theme | #233 | 4.000 | 4.000 |
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.
- The game is interesting puzzles are difficult enough to be interesting and keep players interested in a game play loop. Guidance on the mechanic where implemented very well. Art is very smooth and suiting. Alchemy theme was implemented very well. It was a bit lacking on shadow part as it didn't really affected game play. Game is really fun and I hope to see more story and content in the future! Game is really fun and I hope to see more story and content in the future!
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!
The game is about the secret laboratory of the “Shadow Alchemists”. It consists of 3 types of puzzles (actually 4, but the pipes are not worked out).
If you struggle with RGB puzzle, you can use service like <https://imagecolorpicker.online/> to break down color into basic colors.
It is recommended to play with mouse & keyboard.
Controls:
- Mouse & Keyboard
- WASD for movement
- 1, 2 ... 9 or mouse wheel for inventory scroll
- Hold "Space" to open Actions Wheel. Choose action with mouse an release to use
- Press 'Q' to close pergaments
- Gamepad
- Left Stick for movement
- Hold 'L1'/'LB' and rotate right stick for inventory scroll
- Hold 'L2'/'LT' and rotate right stick to choose action. Release to use
- Press 'RB' / 'R1' to close pergaments
Extra Notes
GDD link in on game page: https://vintall.itch.io/alcaists
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Comments
Nice job on the puzzles and the overall concept. I had a good time once I figured out what I was meant to be doing. Unfortunately, I gave up about 30 min in, since I felt like I had explored every area but was still missing one element.
I'm a little disapointed becouse I played your game for like 30 min and after finally getting to the last element I picked it up and it disapeared becouse I had full inventory. It was a good game for 2 week jam but I couldn't see the ending :(
Damn. Sorry, I thought I covered this case.
Thanks for playing)
Feels a bit like a classic point and click puzzle game, but with wasd controls. I liked it, though as someone already mentioned, there was a bit of repetition, for example the fire puzzles while I really liked them, annoyed me eventually.
Overall though, well done.
Thanks for review)
Level design and design overall is completely new ground for me. I just don't know how to scale/combine new mechanics properly.
Really good game, I was locked in and enjoying it but didn’t finish because I spent maybe 25 minutes playing? (A good thing) But I only had one fire elemental after already repeating the same puzzle multiple times. For a 2 week jam it is alright for the game to be shorter so my feedback would be I would have cut down on the length, avoided repetition and got a nice puzzle game people could beat in 30 mins or so. Just purely because there’s alot of games to play.
Fantastic puzzles though I loved how responsive everything was in game and I had a really good time playing. Nice design, got used to the control scheme after a while and the parchment design was superb. Loved kicking the coal furnace too that made me lol.
Well done!
Thanks for the review)
Initially the intent was for every item to have at least a few absurd actions, that would result in player death (Kick active burner). Eventually player will learn about items/environment and progress further. But a saving system was... troubling and time consuming. So I had to cut out all death colliders, death animation. Pipe puzzles also didn't work out)
Yea thats fair enough, but for two weeks you did really well. Its the longest I have played any of the games lol
Game Design Document