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(+1)

ART

Simple and readable - like the Alchemist old advisor type. No idea what the PC was :D

GAMEPLAY

The core concept is great execution was good - would have liked to see some of the interactions challenged more rather than just the one interaction (which is probably a good sign). The player controller felt very floaty, but that's just normal gravity for you - next time try -30 or -40 as a start.

The aim of the throw frustrated me a couple of times trying to hit the pumice in the water in the bottom right - needed to go back and forth a few times ("don't need more than 1 - I will hit ti this time! :)).

I do wonder if you made the throw mouse based what options that would unlock with platforming challenges?

Bounce pads were fun!

Unsure on the use of the chests and candles.

UI

Nice, really clean - would have liked mouse scroll to swap potions.

OVERALL

Great submission, good idea - Well done on submitting!

(1 edit)

You've given me some great specific advice on the floaty controls -- definitely lessons learned there about real physics vs what actually feels good to play.

The callout about missing potion throws and having to hoof it alllllll the way back to some far away locations is a good point too. If I was starting over, instead of being able to take unlimited potions from the containers I probably would have the player take a single item that lets them throw unlimited of that kind of potion as long as they are holding it.

Yeahhhhhh the candles >.> There were plans to have more 'regular' items + maybe some little trading side-quests at one point, but I couldn't work them into the game in time for the deadline. It's definitely an underdeveloped mechanic that only really comes into play with the coin/butterfly trade (plus a little bit for the seeeeeeecret ending).

Thanks for playing and for your helpful feedback!