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(+1)

Game looks realy cool, love the main char's design and the alchemy mixing aspect is super interesting. Been playing on medium difficulty and it still took me quite a number of tries to get through the first room, and the longest I was able to go is 3.

- Healing sound effect is very intense, sounds more like the character is being hit.
- I noticed that not all elements regenerate at the same rate - fire is faster, while plasma and larva are slower (half rate from what I can tell). I'm not sure if this is intentional, as I couldn't see a reason why it shouldn't be universal.
- Opening the mixing menu right after the level starts makes the cursor invisible and shifts the camera to a dark spot.
- Status effects on the player is really strong, as they last for a very long time and I couldn't find a way to get rid of them. This made me try to stay within the reach of a healing barrel, which is quite small and I ended up getting shot anyway.
- Damage output of the player feels generally very low, even with reagents. Scythe has better damage than the gun but it's way too risky with all the ranged enemies and high damaging explosions. This is especially noticeable with the bombs who can tank a few shots but explode for half your health (and give you a DoT to finish you off) if you're nearby. Most of my victories was done by baiting enemies to exploding barrels and making them kill each other.
- There's generally not much info is given on what each element does (apart from the obvious guesses you can infer), which is fine if you want players to figure it out but in my opinion the game is way too fast paced for that. My mind jumps to Magicka where it has a similar "experiment with elements" system but that game is quite slower and so the player has time to actually do the experimenting without blowing up in seconds.

Still, quite interested in where this game'll go, good work so far!

(+1)

Hey, thanks for the feedback!

I noticed that not all elements regenerate at the same rate ... I'm not sure if this is intentional, as I couldn't see a reason why it shouldn't be universal

It is intentional. Plasma and larva provide exceptionally powerful utility to the player, with the former allowing you to easily apply a mixture to an entire crowd of enemies and the latter being one of the only ways to heal yourself. The slower regeneration speed is a way to bottleneck that utility.

Status effects on the player is really strong, as they last for a very long time and I couldn't find a way to get rid of them.

The status effects are very dangerous but can be easily removed if you use the right chemicals on yourself: water extinguishes burning and purifying wash (water + larva) cures poison. This isn't communicated at all so I don't blame you for not knowing.

Damage output of the player feels generally very low, even with reagents

That's mostly intentional, the player's base damage being abysmal forces you to exploit the alchemy weakness of the enemies--you can one-shot three of the four enemies in the roster if you use the right chemical combo. However, I think you're right and I could bump the base damage up a tad.

There's generally not much info is given on what each element does (apart from the obvious guesses you can infer), which is fine if you want players to figure it out but in my opinion the game is way too fast paced for that.

Agreed. The plan is to make logs for chemicals, weapons and enemies which the player can unlock and read.