Apologies, this jam I definitely had to rush near the end and skimp out on testing. I've uploaded a build which should fix the issues you've described.
Stargate18
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Thanks for the detailed feedback!
I'll fully admit that balancing wasn't a thing I had much time to work on, and I underestimated how quickly things would snowball. The suggestions you made for the UI were also great. Glad you enjoyed the game, and I'll take your suggestions onboard for my next project.
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!
For more explicit directions, because this is a common problem (rot13) -
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Thanks for the feedback. This actually isn't my first entry into the genre, but I will admit I focused more on the narrative side - exploring was originally always free, but I was worried that would make the game too timewally.
I will, however, say that all potions are programmed to always make a profit, even if the RNG is at its worst. Fully agreed on the lack of confirmation exploration doesn't reveal anything - the original intent was to challenge players to determining the pattern of where the books are placed, but that doesn't seem to have come across well in-game.
The current plan on my end is to make a version with less writing/narrative, but more items/puzzles to find and a better balancing curve.
Yeah, story progression was a function that got implimented in the final few hours, so it's propabbly the buggiest part.
If it helps, to get your story back to the point where stars count, enter into your console "gdata.story = 12", and that'll bring the automation back, and unlock any further sections your stars unlocked.
Yeah, I agree. I didn't have as much time as I wanted this fornight, so I didn't have much chance to develop the concepts as I'd like, and the problems you mentioned weren't noticed until it was too late (plus a few upgrades that turned out more powerful than I'd expect). Thanks for the comments, and I'll try and take them into account next jam!