Alchemist Adventure by Keppu

*Made from a scratch within 48 hours during LD compo. Alchemist Adventure is a Rogue-Lite Puzzle game with retro 8-bit graphics, sounds and music. You are an alchemist trapped in weird world trying to find a way out with the help of dangerous cocktails. * :bomb:
- Avoid or blow up enemies
- Collect Keys to advance
- Blow stuff with red coctails
- Freeze water with blue coctails
- Find the end portal to escape
CONTROLS :keyboard:
- WASD to move
- SPACE to plant bomb
- 1-2 to switch bombs
- ESC for menu
- F12 to reset time high score
https://www.youtube.com/watch?v=oRw0nOfsar0
Theme: "Combine 2 Incompatible Genres"
Programming: Unity C#
Graphics: PyxelEdit
Audio: Audacity(+dblueCrusher), Zoom H1n, mouth(best instrument), http://www.beepbox.co
I hope this game will do a bit better than my last one. Things felt more organized and I got more stuff done than last time. I hoped to add few more bomb options, more than 2 enemy types and few more levels, but ran out of time. Oh well, maybe later. Have fun! ❤️ Leave a rating and tell me what you think! Positive or negative feedback, I'd love to hear all of it. If your criticism leads to changes you will get mentioned. Thank you!🙏
:bird: https://twitter.com/antti_koponen
| Windows | |
| HTML5 (web) | https://keppu.itch.io/alchemist-adventure |
| Windows | |
| macOS | https://github.com/Keppuli/LudumDare41-AlchemistAdventure |
| Original URL | https://ldjam.com/events/ludum-dare/41/alchemist-adventure |
Ratings
| Overall | 174th | 3.661⭐ | 33🧑⚖️ |
| Fun | 216th | 3.516⭐ | 33🧑⚖️ |
| Innovation | 451th | 3.145⭐ | 33🧑⚖️ |
| Theme | 629th | 2.79⭐ | 33🧑⚖️ |
| Graphics | 223th | 3.548⭐ | 33🧑⚖️ |
| Audio | 134th | 3.452⭐ | 33🧑⚖️ |
| Humor | 220th | 3.034⭐ | 31🧑⚖️ |
| Mood | 147th | 3.464⭐ | 30🧑⚖️ |
| Given | 12🗳️ | 29🗨️ |
Very solid and well polished entry. Great job!
@wildcard Very good points there. Thank you. Made me realize that it's actually kind of semi grid-based. That can be confusing.
If this will not help there is a bug I'm not aware about. :)
- The bombs are unpredictable in what they'll hit. If I place a bomb in a given tile, I'd like anything in the surrounding tiles to be effected. On multiple occasions, enemies weren't hit by explosions that felt like they should've reached them. Just increase the range of the explosions if nothing else.
- The level has a lot of what seem to be dead ends, traps, or red herrings. You need to have a full understanding of things you can't see until you're screwed. This wouldn't necessarily be a fault; exploring and learning a level can be rewarded, except that:
- Death is easy, frequent, and sets you back longer than I'd like.
In a way this unforgiving nature adds to the aesthetic and brings back memories of older ideas of game design. But it doesn't make for a fun experience in a Ludum Dare entry. I don't see why water should kill you rather than stop you moving over it. I don't see what explicit and unpredictable traps add to the game. I guess at the end of the day it's a subjective thing, and I really wish I could like this game more because everything else about it is really well done (the art, the audio, the aesthetic, the mechanics design). But I can't get far enough into it.
With your feedback and some previous ones I've decided that the water just blocks the player. What comes to explosion radius. It is locked for mechanical reasons to 1 Unity unit(1 block). Otherwise blast will go through walls. I didn't have the skills to fix that issue. :monkey_face:
There is a brief explosion ring that displays how large area is affected by the blast. Being 1 frame sprite, it seems not to display in HTML5 half of the time. I made it last longer now.
Also the camera now shakes properly when explosion happen.
I hope you can find some time to tell how you feel about these updates.
With the changes you made I was able to complete the game pretty quickly (I knew the route from my previous play-through). Some of the design decisions still get on my nerves but that's entirely subjective. Seeing the radius of the bombs helped a lot; killing the skeletons is still difficult but I managed to finish the game without having to do so.
Regarding making the bomb avoid walls, you could probably do a quick raycast between the bomb and anything it's supposed to hit. Or lock the bomb&explosion to tiles, and draw explosions explicitly on nearby free tiles, bomberman style. But I understand that there's a limit on how many things you can fit in your scope during the compo.
Oh, and since I forgot to mention it last time, the trailer for this game is really well done.
>"You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. "
I would love to have other people comment on this also to reach some consensus should I revert back? I kind of took away a feature now that the player can't drown anymore. Also camera shake can be thought out to be an added feature, however I had that code ready, but failed to apply it. Can this go into fixing stuff not working correctly? Tweaking blasting radius visibility should be okay at least.
First thing I did when I started coding this project was to make decent raycasting system that would register all the stuff around the explosion. With numerous failed attempts(:baby:) I ended up using Physics2D.OverlapCircleAll class(Unity C#) which has it's limits. Game is kinda awkwardly semi-tile based. Environment is grids and tiles, but everything else work freely and not tied to tiles in any way. This would mean refactoring a lot of stuff to get that Bomberman style. That would be cool thought. :smiley:
@gemberkoekje Are the skellies annoying in challenging way or would you improve on them somehow? Criticize freely. :ok_hand:
@dumivid I toned the shake down now.

It worked fine for the jam, but if you keep developing this, I'd suggest tweaking blue potions so they don't blow up cracked walls, and put careful thought into level design.
Some examples:
* There are several areas where there are skeletons trapped behind cracked walls that you have no reason to blow up. You gave out potions liberally enough that it was an unnecessary risk.
* There are no (in my memory) walls that you have to "accidentally" blow up in order to get through a nearby wall, other than the barrel trap.
* The barrel trap discourages exploration, and teaches the player to only blow up what they absolutely have to. That design element was a great opportunity to let the player have fun with the barrel concept, so it should have been rewarded in my mind. Traps like that also might lead to making the game feel unfair.
These design elements aren't problems by themselves, they just don't collectively seem to work together, and lend toward a play style of only doing what you obviously have to. You have the workings of a great casual / puzzley dungeon explorer, so I'd recommend you lean into that! :)
The only category I couldn't rate you well on was theme. I enjoyed your theming, but I couldn't see two incompatible genres here. Well done, Keppu!
I've been developing the game little bit and fixing things. I update the HTML5 version after voting is done.