Frank is the owner of the world's finest potion shop - Potions, Frankly. You're his new intern and in charge of potion mixing.
I like the idea and the game is fun and entertaining.
I was a little confused by the colors used to create a potions, though. If I mixed red and blue liquids, for example, I should get a dark purple and not a light magenta. It kinda ruined a little of the fun for me, but maybe it is just me nitpicking, since it is magic potions in the end :)
Another small thing I wanted to point out is that scrolling out with the mouse is very tedious, I wish it was a little faster. But other than that, I liked it, especially the animations of the characters.
Yeah, first I was going to do the color mixing like it would be in real world, starting with red, blue and yellow but it ended up going to muddy browns way too often. So then I changed to digital/light color mixing with RGB and I could get more vibrant color spectrum. And yes, magic is the perfect explanation for non realistic stuff ;)
I totally agree on the controls bit. It would probably be better if it automatically zoomed back out after each day intro. So many polishes and additional stuff had to be cut off because of the time constraint.
Innovative idea and great execution. I like how you force player to make potions as efficient as possible by increasing production costs when using too much 'juice', therefore sometimes you spend more creating mixture than selling it. It's clever to use colour palette for making potions, it gives a lot combinations to create potions and player instinctively know how to make mixtures. Game is pretty humorous, shame there isn't such category but it still adds to overall gameplay and atmosphere. I also like how little dudes are designed.
@Zeriver Haha yes, it's actually secretly an educational game about economics :D I even had the intention of making the customers get fed up and leave without paying if you took too long (leaving you with only the costs of making the potions) but unfortunately time just flew by and that with loads of other features were left behind.
This game felt really, really polished. The graphics and sfx were up to par, and everything seemed to work perfectly. The concept was well thought and the writing solid.
My only suggestion for improvement would be to make the zooming in / out a little faster, now it feels very slow with the scroll wheel.
Nice! I like the graphics and sound effects. The music got a bit repetitive after a while.
Zooming and panning felt unnecessary. Would have been better to design it with a locked camera. Larger buttons for the taps would have been nice, but maybe that would make it too easy?
Gameplay-wise it's an interesting choice between trying to save as much fluid as possible, and being sure to get it right. It would be nice if there were some kind of time pressure, because right now, there is no punishment for not getting it right, apart from the cost of the ingredients.
The levels got repetitive, and I quit after day 4 or 5 or so. Not sure if it's actually infinite, or if there's some great ending that I missed.
I'm not sure how well this game would work for someone who doesn't work with additive RGB colour spaces for a living… :)
Great Game! I really like the introductory story! +1 for creating a timelapse. The controls feel good and everything runs smoothly. At first I had the feeling, that the potions were moving too fast on the belt, but shortly i got used to it and it is a great and challenging gameplay. I really like it! You could add more complexity to it by larger bottles (for mixed colors between the ones you have)
This could also work well on mobile devices.
@thomastc Good points! The zoom and pan are indeed quite pointless. At first I added it in to not have to do too much scaling etc to fit everything on smaller screens and aspect ratios. Then in the end I had this noble idea of it being like a cool double edged sword where you want to zoom out to see the whole scene but by doing so you are making it harder by decreasing the buttons sizes.
I indeed had a time constraint as one of the things that were on my todo list. The idea was having the customers get fed up and leave if you didn't serve them fast enough. That and having the customers have different filling and color % requirements would maybe might make it not get repetitive as fast. It starts repeating after the 5th day (completely random colors with just increasing profit afterwards) and is infinite so no cool ending ;)
Right, might be interesting to see someone who doesn't know RGB play this. Maybe this'll act as a tutorial to the magical world of RGB :D
@Laguna Yes, timelapses are awesome! The speed might feel a bit fast at first but I bet it's better like this. Originally it was half the speed and it was soooo slow. So much just waiting around for stuff. I then had to add in a debug speed up button which increased the speed to 5x. After playing with that 5x mod on for some time and still managing to do the potions, I knew I had to increase the default speed a bit.
I did have the idea of adding in different shaped bottles too but that was another thing I couldn't really get into because of time issues. Dunno where the time actually went, I don't think I had any major issues that took a lot of time. Maybe it was just the slow gameplay making testing take a too big a chunk of the time…
@Haoron Haha, I see ;) Sure, it might not be the the most traditional potion making but I think saying "i don`t get how it is alchemy" is going a bit far. The same thing could be used for every single game on this jam that has potions, "nah, they're just sodas, no alchemy here".
Also, what kind of a weirdo would mix Pepsi with Fanta? They're different company products… :D
Original enough idea, mixing magical drinks. Not quite alchemy though.
The first two days aren't that bad. It is pretty easy to mix the correct drinks as you can deduce which colors produce the wanted outcome. A full flask of white was a bit of a weird one, as you could only use raccoon milk (that must be expensive) for 50% of the flask. Well, RGB to the rescue.
Quit at day 3. The conveyor belt speed setting doesn't quite work, you see. At times all the flask get stuck on the belt when ramping up the speed from a standing stop. Might be the physics objects falling asleep.
The other issue with the speed setting is allowing the player to muck around with a potion forever. I had to make a pink potion, easy right? Half white, half red. Not good enough! Next potion, wiggled it between red and white, mixing if for a while. Doesn't look like the reference. Added a bit of blue still not looking right, but the shopkeeper was fine with that… Eh. Feels a bit arbitrary in places.
I found the music grating. The graphics are fine, but you should have invested in cutting-edge eyebrow technology. Currently the shop keeper only serves his relatives…
Ok job, somewhat half baked.
O 5, G 8, A 3, G 5, O 5, T 3
Haha, I was over 100 in the negative side and the boss just said "Job well done!". It was also cool how the game got harder on the second day when there are more colors and stuff. More and more stuff to click on, so I decided to plug in an external mouse (the zoom didn't seem to work on a touchpad anyway). I'm not sure if the time affects the received profit? I played for a few days and but stopped when it didn't look like there would be new stuff anymore (perhaps more complex potions, but still).
It was funny that the potions are physics objects that fall to the table. Good thing they have the cap. A nice detail was that the potions could crash into each other and break. At some point I managed to get the potion stuck when I fiddle the speed control back and forth. It started moving when I dropped another bottle, though. I also liked how I had to try to minimize the time I use the colors because otherwise I'd lose more money.
The mixtures became increasingly difficult, so I often thought that my color was close enough but it still wasn't accepted. And sometimes I thought I got the color a bit off but it was still accepted.
I really like the character animations, as they were so smooth. The characters itself were very happy as well, which brings up the mood along with the music. They didn't even become mad after I had given two barely filled potions with a wrong mixture.
Overall, a nice and a polished puzzle game!
@Tegu Yup, your total can be negative but you will still not "fail" the day if your daily income was positive.
The zoom did work on macbook touchpad, couldn't test anything else. And you're right, after 4th or 5th day it just keeps repeating with completely random potion colors and increasing selling prices.
The time you take to make the potions does not have any effect in the income at all. It was something I wanted to do but didn't have time to. If I remember correctly, the color needs to be at least 70% for example rgb(0.7, 0.7, 0.7) would pass for a rgb(1, 1, 1) and so on. It is highly possible that my maths on comparing the colors is a bit off and would be too strict on some colors. Or it could be that the same differences on some base colors are just more noticable to human eye.
The potions getting stuck is something I did find out myself and I thought I fixed, but I guess not. Like was already mentioned by @HuvaaKoodia, it was the physics objects falling asleep. I remember changing them to not fall asleep and it fixing the issue but maybe I just didn't apply the change to actual potion prefab or something and just didn't encounter it at all in my further testings.