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Okay, I have no idea if I want to terrifically applaud this game, or terrifically criticise it. The interface is really clunky, everything is counterintuitive, but the game has surprising depth to it, and once you know what's going on everything makes so much sense. The balance is really off, most of which comes from its counterintuitiveness. (I had no idea that exploring multiple times in a row unlocked new stuff until much later.) Before that I thought you had to manually go through every place, check for reads, and then come back later to check what those reads unlocked. Potion making is an interesting mechanic- But the name of the upgrades suggest so much more to it than clicking a button, which then automatically creates a simple commodity to be sold. It sticks to the theme for the most part, but having potions just be things which are sold is honestly underwhelming.

I'm really conflicted on how I should rate this game. 2/5 and 5/5 at the same time.

Thanks for the feedback!


The original intention of the game was always to create a game where the player had to logically determine what the mechanics did - replicating the feeling of discovery and of research. The findings were to help with that - providing context clues for the player to determine mechanics that were made more obvious as they progressed.


I will, however, admit that there could have been a bit more guidance at the beginning - the aim was always for the game to focus on selling potions, however. A few features did have to be scrapped for time (a catalyst mechanic was reworked into the planetary bonus mechanic, which had a totally different concept, for example.), and unfortunately I underestimated how confusing the interface would be without context.


Thank you for playing!