Bring out the Smart Alchemist within you and brew a bomb, with different elements and blow up the field. Aim is simple, Score the highest in a single blow!!

This game has been made using Unity2017 game engine. The idea is simple, choose a type of bomb which enthrills you the most, then go for choosing it's components and add the amounts (Don't Forget to click on the add button!!). Hit the launch button and watch the show. Keep an eye on the Zombie for greater points. Here's a screen shot of the gameplay where you brew your bomb..

The entire artwork has been made in Photoshop CC 2015.
Music done in Music Maker Jam and Audicity.
Game has been coded in C# in Visual Studio 2017.

This is my second jam! So, I would really appreciate player's feedback. If there are any issues with the links or files, please let me know in the comments section. I hope you all really enjoy it!!

Voting results


This game entered in the Solo competition (36 entries).

Comments (17)

 • 6 years ago • 

There might be some alchemical rules I don't quite get, but very few things about how elements add up made sense for in this game. The explosions are nice though.

  • 6 years ago • 

@yumaikas Yess! I really wanted to add up more features, but our team disintegrated 9 hours after the jam started, so i started late on my own idea and had really little time to make things sound fun! I appreciate your thoughts..

Antti Haavikko
(@anttihaavikko) • 6 years ago • 

Good job on finishing even after having team issues!

Few things I would have done differently:

  • Make music continuously loop instead of starting it over and over again every replay
  • Explosion sfx volume down
  • Adding some kind of progression instead of just doing single launches
  • Maybe start with less options and slowly introduce them…
  • Rounding on the numbers, the decimals made them not fit properly. Why is there even decimals there, aren't you just adding integers? Doing some weird secret maths here?

It felt like the ingredients didn't really even matter since there was no limit on how much could be added and no real target on what to do. Saw the numbers go up but no other difference on bombs besides launch distance. Two bombs with 0 and 100 blast radius had identical destructive properties. I also do not get it why adding more and more of an ingredient that adds more propellant than mass makes the bomb not launch further.

  • 6 years ago • 

@antitihaavikko All the features that you listed above were there in my mind, even thought of adding sliders to adjust the properties and all that, but

  • I have little to no experience with managing sounds in unity, normally what I do is code/develop a gameplay that I have in mind and then build it with minimal UI. I really should work on sounds as well!!
  • I wanted to add the above gameplay features, but when I finished it, sounds were still left, so I skipped a few things and started experimenting with music!! "Y I left them for last " :'(

I really wish somebody had reviewed it earlier and told me "You Idiot!! Do it you stilll got time". All I had in mind was, Finish it with simplest gameplay rules.
In my first jam,LD39, i couldn't complete, had submission issues, So this time I really wanted to finish atleast 1 hour before. So, you know experiences always add up!!

and the propellant and mass properties are adding up simply!! I deliberately didn't put a limit on additions, so that player can genereate a heavier bomb to hit a nearer point.

 • 6 years ago • 

Most of what meant to write has already been commented.
I'd just like to add that some focus might have served well in conveying the idea a bit better.
If I take a step back I can see a really fun little game in there.
What I mean by that is as long as the core gameplay isn't firmly established it might be better to keep things to a minimum as in scraping the menu, sound and keeping variety down(amount of bombstypes and elements)

  • 6 years ago • 

@IDidGame You are absolutely right! That's what I should have taken care of, I learnt these important things out this jam. I can just imagine how amazing this game would have been with all that stuff. :'( …Haha!! Anyways, I still appreciate all of you ppls' ideas and suggestions.

 • 6 years ago • 

Heya. Nice game. It's pretty satisfying to destroy things in this game. It would've been great if the music didn't restart whenever the game did, but that's not a huge deal as it didn't hinder the gameplay.
Although I didn't get exactly what was going on, I still had a blast… heh.
I don't really have much else to say (as other people have said just about
everything) but I do think you did a goodo jobo, buddyo.

 • 6 years ago • 

Music is not bad, but didn`t get how to kill multiple characters

  • 6 years ago • 

@Toffie Thank you for your appreciation! It's great to hear when somebody says you made a game that was fun. And I know what I missed in this version, however I will put up a better, more featured post-jam version.

@Haoron what you asked could have been possible if I had worried less about the music and out some time into coding and set up 3 trails, instead of a single blow! Anyhow, you will see the above said features in post jam version. And thankyou for appreciating music. I still have no idea how i managed to make it in such short time! HAHA..

 • 6 years ago • 

Great Game. I like the idea of selecting the components of the bomb and adding them all togheter. You could improve on the sound effects a little bit: click sounds for the buttons, a launch sound and looping music would be nice.
All in all a nice entry!

 • 6 years ago • 

The explosions are way too loud!

Really interesting idea, but I didn't quite figure out how to hit something on purpose.

 • 6 years ago • 

Quite a fun game, as a more explosion heavy angry birds, as already said, some level progression would help a lot for the fun factor, the music was ok, but the looping of it was really jarring. For the art it would really help to stick to a consistent resolution, also using a limited but nice palette of colours goes a long way for overall feel. Overall pretty good though.

 • 6 years ago • 

Nice solo effort! There's some potential here, with more time you could have added a smaller "level" to clear and given the player 3-4 shots, or just go angry birds-style "kill the enemies". I played with the elements but they don't seem to change the bomb that much… I wanted to create a banana bomb!

anyway, you're awesome for persisting even when the team disintegrated! kudos!

 • 6 years ago • 

My high score was doing 1575 points of damage.

Building a warhead from various elements was an interesting idea, although the relation between mass and propellant was a bit of a mystery to me.

The music was quite nice, although as others have mentioned, the looping could be improved.

Well done completing a game despite of the unexpected team issues!

I'll Kill The Zombie!
Let's just mix some elements…
City in ruins!

 • 6 years ago • 

I improvised many a bomb, not that there were any improvements in relation to the started kit.

The alchemy system is weird as some elements increase every stat, while others only certain stats, despite the GUI telling another story.

The graphics are ok and the audio ain't bad either, although the volume levels are out of whack as mentioned by others. Thematically fitting, if alchemy really worked it would have been weaponized in a jiffy. Somewhat original too. I've seen similar titles before.

Congratulations on finishing without a team! If only that was a score category… Fine, I'll bump the overall score above average.

O 6, G 5, A 5, G 3, O 5, T 8

 • 6 years ago • 

Interesting game. I included it in my Alakajam #1 compilation video series, if you’d like to take a look. :)

  • 6 years ago • 

@Jupiter_Hadley Thankyou, I really appreciate it!! I took a break from the site and just checked it today..

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