Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

Figuring out the next bottles element is really fun. I constantly try to strategize, what to trow next at whom, and try to keep my mana at an comfortable point but not full while waiting for enemies to clump together more. Those plus the refill of mana from fallen enemies all play well together and feel like a good and well executed combination of gameplay mechanics.


- clicked accidantally on shop item after lvl was done because was spamming to shoot the last enemy that was getting sooo close and was out of mana.
-The "path of element" or what it was is cool, i picked the plant-stun.
-I want the element-pictures from the top-left UI moved right next to the mana-meter. Those are the 2 things I constantly check while playing
-Also make them go sideways, since the keys they correspond to are in a row
-thank you!

Good and fun prototype! Could have some additional mechanics and twists later for the player(/players(?)) and enemies as the game progresses or maybe different takes on the bottle/element mechanic as different game-modes/minigames. The boosts in the shop felt interesting and impactful.
(+2)

Thank you so much for the feedback!
I am really glad that strategizing felt good, balancing the game feel was really important to us. I agree a lot with the feedback too (I also had a run where I accidentally bought a shop item from spamming to kill the last guy)

We have quite a few ideas about how to expand the game further and add more mechanics, especially branching a little more outside the potion theming.

I really appreciate you leaving a comment!