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The Idea is good. Immersive sims do benefit of having an open world (even if it resides within a building) instead of small levels, but we both know well enough that a good open world isn't something feasible for a game jam. The levels themselves weren't great. And I would have liked for the player to maybe have a small point light attached, so close objects appear just a little brighter.

The floaty jumps: Instead of using a ray cast, use a sphere cast so you can still jump, when standing right on the edge of an object. Use a stronger Impulse and enforce some delay between jumps so you don't get the current slow acceleration upwards but instead a real jump. To make jumping feel even better, check whether the player releases the jump button midair with velocity upwards and give them a small impulse force downward if they do (this force should be relative to their current upward velocity, so the player doesn't just get thrown to the ground once releasing)

Sound:
Your sound effects lacked attenuation and directionality. If a level had a lot of enemies, the sounds would be a bit overwhelming. I think unity's audio source component is made for exactly that. It would have definitely been helpful to hear where enemies come from and get a sense how far away they are.

The potion throwing may have benefited of an indicator (like the white dots in angry birds) showing an approximation of the arc the potion is thrown in. Though this is more a taste thing, some people like indicators like that and some just find them immersion breaking. I find them helpful for doing more strategic throws that are supposed to hit very specific things.

I'd love to talk more about the potion mechanic itself, but I'm afraid I can't. The current levels didn't really need me to think of any good way to use them. Though, turning your enemies to gold was funny.

Would have been interesting to see how this game would have felt, being set in the right environment.

And even with its shortcomings, I still had fun playing it.

Thanks for playing the the thorough review!  I realized too late I needed a lot better level generation.  The player actually does have a light but I turned up the world brightness the last day so the player light is washed out.  I've had a couple mentions about sphere cast and just forgot it existed.  The audio was all a last day add so I didn't get a chance to polish it.  I had too much fun making potions I never got around to a proper environment for them.  Thanks again for all the feedback!

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Love the idea, can't wait to see where it can go!

Hey this is a pretty good concept! I think the voxel style is neat and the destructible-esque environment coupled with an alchemy system can work really well. My only problem is that while playing I barely ended up using the potions, as I rarely felt the need to. There was one level where you had to destroy some boxes to get the stone, and I would've loved to see more like that. still tho for being made in 2 weeks by one person this is very impressive, good work!

I had too much fun making the potions I never got around to making the levels good.  The stone spawning in the boxes is a bug but I left it in for the reason you mentioned.  Thanks for playing!

It feels like I'm missing something in your video there's enemies but I've not found a single enemy, just running around throwing potions on boxes, I found the philosophers stone in some boxes and continued looking for enemies, but in 4 total tries I've not found a enemy yet. Maybe something is bugged? I like the different potions and the throwing mechanic and the music, as well as the boxes graphics. But I wish there was enemies