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The Little Alchemist's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Artistic Style | #1 | 5.000 | 5.000 |
Cleverness | #1 | 5.000 | 5.000 |
Theme | #196 | 4.500 | 4.500 |
Playability | #258 | 4.000 | 4.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Really unique combat system. It takes a little getting used to but started to feel natural. Lack of visibility into mob health/difficulty made it hard to know how impactful my attacks were. Also map had some unclear barriers that weren't obvious. Sent me to restart the level several times without warning. This was frustrating as a new player and reduced the amount of time I wanted to play.
- This game is very polished, unique and fun spin on punch out, with mixing elements to make attacks in various combinations, like punch out arts meets avatar the last air bender with mixing elements, I love this.
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!
Take control of an alchemist who dwells in a dark dungeon-like place in search of the mysterious Shining Water. Overcome strange enemies and get to your desired treasure in this short adventure!
CONTROLS (In Overworld):
W, A, S, D - Move around
Z - Interact
Left mouse button - To choose options during dialogue or in the game over screen
ESC / Enter - Pause
CONTROLS (In Battle):
A, D - Dodge
Q, W, E, R - Select element
Left mouse button - Select enemy
Right mouse button - Attack enemy
GDD Link: https://docs.google.com/document/d/1Ep_qKe0hbzvXGoK9YLqRTeyofkmwOKHe/edit?usp=sharing&ouid=106493393198316017444&rtpof=true&sd=true
Extra Notes
We hope you like it!
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Comments
I really liked this game! The art is great, the battle system is amazing, and it's just all around fun. I would absolutely play a full version of this.
The enemy attacks were neat, the puzzle was cool, and the boss fights were really well done.
If I were to leave any kind of recommendations, it would be that controller support would be awesome. I don't know how the "select enemy" mechanic would work with one, but I would love to be able to use a d-pad to input elements. I usually prefer keyboard, but for some reason I would prefer to use a controller on this one. The only other real thing is as others have said, a start and end sequence to the battles would be nice. I had a few times where I was moving up when a battle started so I immediately input the wrong button to start the attack.
I hope you guys push this to a full release eventually! Absolutely amazing job!
I had fun playing this game! I really loved the battles, especially all the visuals for them, it looked and felt great! Reminded me a lot of Earthbound. The sound and music was good too. I also really loved the ending :)
Some feedback if y'all continue to work on this:
Overall, great job!
Really liked it. full of charm and some delta rune vibes. Loved the magic system. Some of the parts to get the key where frustrating because the path detection felt inconsistent, and the second room did nothing even if the first said only half key, but I guess I had the full key at some point.
the keys used could be more in line with the UI to feel more natural, but once I had memorized the keys to the elements the combat became really snappy.
Great work overall
Hey, thank you for checking the game out!
That puzzle's absolutely going to go through some refinements! The second room has a locked door that opens when you get the full key by solving the puzzle and defeating
redacted, which gives you the second half. And yeah, the key mapping for the battles will inevitably be changed together with the UI.Thank you so much for playing and leaving your feedback! I really appreciate it!
This game is a blast!! Definitely reminds me of playing oldschool JRPGs like Chrono Trigger. The art style, music, and sound effects are all AMAZING. The combat system is a lot of fun (the animations especially are super satisfying), but I could mostly just damage blitz the enemies without worrying about dying. Awesome game!!!
What a heartwarming review. It makes me happy you had so much fun! We hope to improve the game a lot!
Thank you so much for playing and giving your thoughts! It means a lot to us!
That is what you get for being thirsty in the middle of the night! (or in the middle of work during a game jam)
Fun short game.
Music was awesome! Its lighthearted mood fits the game very well. (Its also very catchy!)
Art! Hahaha lovely! Also I feel like all about this game was done with so much distance and good humor!
Gameplay wise
- Having the same button for moving and for combat ability... few times I was starting the combat wondering why I have failed 2 moves in already (pressed 'W' trying to move when combat was about to start)
- Didn't use the dodge at all, just were quick with my attack as it is the best defense right!?
- At 1st it was hard to match the required symbols in a quick succession - it become easier during the game, after few encounters. (Maybe having it on the bottom would be a little better so player would not have to look up down up down to check the keybind)
- Since we always attack after completing the symbol combination was it necessary to add mouse controlls to the game? I think it would work fine with just keyboard and auto attack after the symbol sequence.
Maybe you planned on having multiple enemies and that is why you needed an aim control?
Overall it was fun playing it and as simple as it was matching symbols sequence felt satisfying!
First of all, a big thank you for checking out the game!
Going through some of the things you mentioned:
- Seems like the game is noticing inputs right as you get into a battle. We'll look into it!
- I'd say there's a pretty big chance we'll change the control scheme in some way to make it more comfortable, and we'll refine the HUD to accompany that scheme more properly. There's already a few possibilities floating around.
- Originally, the enemies would be moving around and you would have to aim the potion to hit them, which is why there's mouse controls still in some form. Whilst we'll not be putting that in anymore, I do have ideas for things I'd like to do with the mouse. Don't think it'll be for selecting enemies though.
Yeah, the game has to go through some changes for the battle system to feel truly nice, but I'm glad you still had some fun checking it and that you gave such thoughtful feedback! It's very important for us!
Thank you for playing!
I really love this concept! My favourite part were the punchout-esque fight sequences - Having each enemy having their own attack patterns, and the way you portrayed them on screen was awesome.
Your game managed to be innovative while also taking me back to childhood memories of playing Pokémon on emulators. I'd like to see some changes regarding UX/UI (specially by relocating the little table for the alchemical elements) but many have already pointed those out. Congrats on the great work on this charming game.
Aw, thank you so much! I'm very happy you liked the concept! Do know that we're working to improve things, including the UI/UX!
Thank you so much for playing and leaving your thoughts, it really does mean a lot!