Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Requesting [Feedback] for AlchemArcana, a Zach-like puzzle game.

A topic by Hexblue created Oct 02, 2023 Views: 258 Replies: 4
Viewing posts 1 to 4

What the Game is

Lately I've been working on a game inspired by Zachtronics, a dev which made some of my all time favorite games. (Though the temptation to include some 'discovery' influence from Tunic and Outer Wilds is ever-present.) AlchemArcana is inspired primarily by Opus Magnum and The Forbidden Path. In each level, you are tasked with transforming some input into a specific output via conditional alchemical instructions.

A lot of my dev time thus far has been in setting up the system to handle the various transmutations, and generally making the game pretty. (I can't help it, I like the pretty.) The areas I'm likely to be concentrating on going forward are level design, mechanic tutorials, and some of the basic narrative framework for those levels.

Feedback

While I'm open to any feedback, what I'm seeking most at the moment is to know what things are intuitive and what really needs to be spelled out for the player. Right now there's zero in-game instruction, and that's one of the big things I want to fix currently. But it would probably be good to know what things players have the most trouble with and what is at least semi-intuitive.

I've tried to order the current levels in roughly ascending difficulty.

You can find the game here: https://hexblue.itch.io/alchemarcana Thank you to anyone who takes the time to try it and let me know how your experience went!

Wow! I don't understand this at all!

And that's what makes this fun. The element of the player just kind of poking around and seeing if they can figure out what to do is a form of engagement, one that rewards with discovery and new understanding. I have not met such discovery yet... But others will!

The most intuitive parts probably have to do with the similarities of the chart layouts, and how the goal is somewhat isolated. I don't know what the down arrow or the plug-shaped buttons do, but I think they have something to do with creating a new output. The alchemical formulas (I'm assuming are to the right) are too interconnected for me to get right off the bat, but the titles of the levels are tipping me off for what I have to do. Like is "salt" the gray one and the brownish-gold inverted triangle "earth"? Or am I missing the mark here lol

Feel free to give my game a shot, I could use your feedback: https://wasabiiii.itch.io/grass-elemental-demo-demo

I would love a basic explanation of how everything works, or maybe just a quick summary of what it is. I might have time to poke around later... what fun :)

You're right about your identification of Salt and Earth. I really should include the functionality to display the element names above or below the symbols for convenience of communication.

I'll have to take a look at your game when I have some time. Thank you for the feedback.

I like puzzles - so I liked your game. Because there is no tutorial or guide: Figuring out the rules is the main puzzle to solve.

It took me a while (maybe 20 minutes) to solve level 0. After I understood that part of the rules the level 1-4 where easy. (30 seconds per level) Level 5 took me again 10-15 minutes (I need to figure out more of the mechanic). Level 6 again took me some time (Again more rules to understand.).

After that I had fully understood how the mechanics work - the remaining levels where then easy.

Maybe you should think about making the difficulty more balanced:

Give some more hints to figure out the rules. For instance:

  • The area where you put the "operation" could just be a circle, so that it looks more similar to the operations in the bottom right area.
  • Show a connection between the areas where the "processing" is done, so that it is clear how the flow is
  • Create more complex puzzles, that are hard even when you know the rules

Thank you for the feedback. I haven't had much time to work on the game lately, though I am hoping to return to it when I have time.

I do have the beginnings of a tutorial system set up. I'm hoping to make it a lot easier for the player to learn the early mechanics, as I'd really like for the challenge to be primarily in the later levels when you're having to balance adjusting multiple elements with a limited instruction set.