You can brew potions through a convoluted process that can have various effects. If the game was finished, it would involve brewing specific potions with a limited ingredient supply/budget, that you would need to test on yourself before submitting.
The current character is a placeholder; I tried to make a new one but didn’t finish in time, so the potion effects probably look weird.
Current potion effects include:
Duds
Weight gain/loss
Strength up/down (affects arms)
Intelligence up/down (affects chest size)
Size up/down
Snout up/down
Tail up/down
Berry curse/cure (current just makes stomach increase in size until the cure is brewed)
Burp (does actually nothing right now; even the dud has more effect since you gain a teeny bit of weight)
Some tips for this current version:
Brewing longer and at higher heat reduces chances of duds
Stirring is the most significant way to change the outcome
The arcane focus affects the chance of multiple potion affects appearing
Roundroot can add weight gain/loss
Manlydrake Root can add weight gain, strength up/down, and intelligence down
Capcap can add intelligence up/down, size up/down, and burp
Longvine can add weight loss, size up, snout up/down, and tail up/down
Swellseed can add berry curse/cure, weight gain/loss, snout up, and burp
Withergrass can add weight loss, strength down, intelligence down, size down, snout down, and tail down
Bountyblossom can add weight gain, strength up, size up, berry curse, and burp, and also adds the highest chance for multiple effects to be selected
All ingredients also add the chance for duds
This was my first time using Godot and Blender after previously using Unity and Maya respectively; but mostly I just procrastinated too much.
Just pretend this guy actually showed up for his job as the royal alchemist…
This is a really cool concept for a game. Picking ingredients, crushing them, setting heat and mixing them for some time to try and create new types of potions of various effects and strengths. This has the ground work for something really neat.
I just wish I had a basic idea of what all the various things due to influence what the potion will come out as. The names of ingredients themselves are pretty self explanatory, but I’m not really sure how the whole process effects the outcome (crushing amount, heat level, mixing).
I think even just a vague suggestion of what each thing does would help alot. You could also make it so you have a journal that keeps track of newly discovered potion mixes for you, and what you need to combine/do to get to it.
I can see what you are going for here, but I imagine if you developed it more you would have paired things down by quite a lot, as of now there are way too many variables and no visual feedback as to what any of the ingredients or processes actually have with the potions. I wouldn’t even know where to start.
Okay. This has a lot of potential for a post jam game. I absolutely want to love this. but it’s too rough in it’s current state. i do agree with the sentiments of others here. Please don’t give up on this game. I would absolutely love to see where this goes
Yeah, the current potion making process isn’t intuitive at all and I’m not that happy with it. I wanted to keep the feeling of randomness (without results actually being random), but the current implementation feels like there’s not really and rhyme or reason to it.
Crushing, brewing, and stirring all kind of do a similar thing in adjusting the effects that are chosen for the potion, which just makes it more confusing. The arcane focusing is probably the most straightforward step, since it only changes the chance of multiple effects appearing at once.
I was intending for potions required as objectives to come with recipes with incomplete information (like not saying how many times to stir, or neglecting to mention what heat level to use), which would lead to unexpected results that take some minor guesswork to solve. Making a potion following specific steps will always give the same result, so the goal would’ve been to figure out the correct way to brew each potion (or alternate ways) by testing it on yourself, then making it again to submit for the objective.
I’m probably rambling so when I’m less tired I’ll add some more information to the main post like about the ingredients, etc.
Fun idea, got a lot of duds with trying stuff, so i started just throwing raw ingredients and got results with 5 of the same raw ingredient and brewing for 1 second, it was only magnitude 1 but with patience got to have your dragon fill the screen. Wasnt able to move the camera around, so i couldnt enjoy much of the work done. Hope you keep working on this.
Not to report on something fun, but both g(drink) and h(discard) functions on the ingredients screen. Being able to discard potions without brewing is convenient. Brewing for even one second does change the effect, though.