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A jam submission

AlchemistView game page

Submitted by lostwords, Cheesy Animation — 23 days, 23 hours before the deadline
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Alchemist's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#263.1303.130
Audio#273.1303.130
Overall#303.1853.185
Graphics#333.2613.261
Theme#363.2173.217

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I like the isometric style of graphics, bring me back to like Age of Empires and the like. For a game built on a tighter turnaround only in JS, its very impressive, especially with the level editor! The one thing I may add is it does take a second to get used to the controllers, I am thinking if you had this for a regular controller with a joystick it'd be better, but it makes sense with a keyboard given the platform.

Submitted(+1)

For the beginning - that is the best cat i ever seen, my favourite


Really liked the gameplay - interesting usage of bombs, ice floor, all seeing feather - its really ups the gameplay. You wrote, that want to add first person view, i really would like to see it. But also wanted to suggest idea of adding both views - top down like now and first person. It will bring interesting usage of it on the big maps with all items like now.

Btw sound is awesome! I like the medieval style, it feels nice.

Thank you for done work! It was nice to play your game.

Developer(+1)

Thanks I drew that cat :)

Submitted (1 edit)

Btw, I saw in jam posts that you suggested and offered to help with assets to the author. You did a great job, very cool!

Developer(+1)

Thank you! That’s nice to hear. I’ve never participated in a game jam before, so this was a nice way of dipping my toes into it.

Developer(+1)

By the way, the cat image has been updated slightly! -- just in case you play again --

The cat is used on the odd numbered levels,   ( here's an extra special link to a very difficult level by the way : https://html-classic.itch.zone/html/16300071/iso-zone/game.html?level=11111 )

Submitted(+1)

I liked new sprite :D

This is already starting to become your visiting card, I think you should develop the idea of these cats in future projects :D

Submitted(+1)

A lot to see in here! I liked how you went back and used all of the different assets from past jams and the large amount of content you made for the game! That said, I'd be curious how your game would play differently if things were a little more streamlined and focused for each mode of play. For example, if I'm playing a game I tend to want to keep playing it by getting right back into the action as soon as possible.  The rating notifications that pop up each time at game over and needed to be dismissed before I could see the restart button really took me out of the action each time I reached that screen—especially as there's already a link in the UI. Another example is the level editor—I think that it's a great addition to the game, but if I'm playing the game I want everything (including what's being shown on the UI) to solely focus on that. The level editor is really cool, though I'd have kept that as a totally separate mode of play reachable from a main menu or somewhere else outside of the main game loop. Thanks for making and sharing your game!

Developer

Thanks for your comments.   Yes, I have everything in there, all at once. Perhaps the nature of jamming, more as a dev in progress than plan for a full release.  I guess it is an easy wrong for me to just keep the level edit and everything there but honestly I was using those things as tools for my development progress and not a streamlined release.  You probably know from my constant discord and other posts that I was just non stop jamming on this one.  Points well taken, I should bring it all into a cohesive release mode of a consistent game -- now that this jam and the prototyping is over, I guess I should consider doing just that.  Your bomb game for instance is a clean game experience.  I guess I'm stuck in dev mode literally!  thanks again, and thanks for the jam.  The experience I've had jamming for the past 6 months has been awesome.

Developer

"The rating notifications that pop up each time at game over and needed to be dismissed before I could see the restart button really took me out of the action each time I reached that screen—especially as there's already a link in the UI."

That restart link and UI that must be dismissed only happens when you die.  When you successfully find the purple flowers in each level, you immediately go to the next level.

Submitted(+1)

There are things about the graphics that are very compelling (I find the super minimal blocks standing in the darkness quite cool and kinda ancient), but the character was so weird xD. Gameplay is nice, and there are things to learn and to progress as you go. I found the introduction to the game a bit chaotic, I was not sure about the controls and had to look for them, then the keys for the interactions were a lot, and there seemed to be so many options right away, like level editor? I will definitely come back and keep exploring though, nice work!

Submitted(+1)

Very interesting!! I feel like it could be polished a bit, and while the controls were weird at first, you get used to them quickly :D. I found instructions a bit overwhelming as well... Maybe having some sort of tutorial-like smaller level would be nice!! Overall very good job!!

Developer (1 edit) (+1)

Thanks for giving it a try.  There are over 50 levels and there is also a level editor that lets anyone make their own levels to share.  Some of the early levels attempt to make it 'introduce' all the possibilities of the gameplay.  Level 0 is a just a tiny maze, level 1 is a maze with a key, level 2 (I think) introduces the Feather feature, and etc.  It does get challenging and earning all 4 stars in each level does take some practice and logic.  In some cases you have to strategically pick up and use bombs and or fire.  Feel free to try a bunch of levels, or even make your own.  By toggling between edit mode and game mode, you can explore what some of the key, bomb, enemy, orb and locked paths can do.  You toggle developer/editor mode with the Escape key -- which also can easily allow people to cheat of course. 

Developer(+1)

There is a lot in the instructions but I don't think there are many levels that need that complex situation of using fire to burn logs, etc.  It's there just in case someone builds a very challenging level.  Mostly just a maze, keys and bombs are what makes up most of the levels.

Submitted(+1)

LOTS of hard work put into this, decently fun and good graphics and audios, really good job!

Developer

Thanks for noticing the work and time I put into this.  It really was a lot of hours and days of effort over that 30 day jam session.

Submitted(+1)

LOTS of hard work put into this, decently fun and good graphics and audios, really good job!

Submitted(+1)

It is honestly extremely impressive how good everything works together considering you used nothing but html and js.

Also cool to see how far this game has come since your first blog post

Developer (1 edit)

Thanks and yeah, you also see I posted a lot.. I couldn't stop adding to it, every couple days or more often. Like anything the result is directly related to time spent and effort. I like jams because I can just throw a bunch of JS all over the place and not worry about any code reviews or long term maintenance. This was also my first isometric view game, so I stayed excited about all the features and gameplay. Thanks for your comments.. good luck in the scores!

Submitted(+1)

Interesting game and very polished! There’s a lot of hard work put into this.

I found the control scheme a bit confusing since I haven’t played games with the same controls before. I resorted to using the arrow keys because it was faster to me than Q,E,Z,C. I wonder why you opted not to use WASD in the way you used the arrow keys. Though, I haven’t played many isometric games before, so maybe its just me. So, I suggest adding changing key bindings as an option one day.

I’m not sure what game engine you used for this, but in Godot there’s an import option for sprites. Doing the 2D pixel import option for pixel art would help the sprites look more crisp even when zoomed in. Zooming in was pretty important for me to avoid eye strain. Maybe there’s a similar setting in your game engine.

Overall, good game and very replayable for those that like mazes.

Developer (1 edit) (+1)

Thanks .  No game engine just HTML, canvas and a bunch of JavaScript.  Yes isometric movement is weird, this is my first isometric game.  I will see about adding key settings and thanks for noticing all the work that was needed for all of this. Level editor, back end, etc.

Submitted(+1)

This was pretty fun! I couldn't make it past level 12 though, it got pretty difficult. I liked the different interactions between objects though! Overall, this is a very good game. Great job!

Developer (1 edit)

Yikes and sorry.  Looks like level 12 is currently NOT solvable.  I guess I changed the logic where you can't bring previously acquired bombs into the next level with you.  So this level can't be solved without that.  You would need to have some bombs to open up the path to the key, but since bombs to pick up are not carried into this level from the previous, it isn't solvable.  There are still tons of more levels by the way, you can find them at the 'More Levels' link on the levels page.  You can even make your own levels using the level editor.  (Just press ESCAPE in game mode and you'll be able to adjust what tiles are where, etc).  You can load and save these levels, so feel free to give that a try.

Submitted(+1)

Good job with this. Gotta  say I don't like the "Please remember to rate this game with ⭐⭐⭐⭐⭐ stars during voting!" though. 

Developer (1 edit)

Haha, glad you saw that.  I figured that if you hit the button for a cheat code, I might as well have use a cheat code to ask for Ratings, or at least a sorry attempt to get / remind people to give this game some feedback! ( I guess it worked considering you commented! )  Thanks for giving it a try, I did spent way too much time in the past month on this one, there are 50 levels! and a level editor, global scores, and probably more confusing things beyond a limited view maze -- hopefully this game will be more enjoyable as players seek to get high scores - You need to kill all bombs, get all keys, get all orbs, and get all feathers for a 4 star rating (on each level), and the faster the better.  Thanks again, SLP

Submitted(+1)

Awesome game, those feathers clutch up hard. Really liked the isometric view you went for and the leaderboard is such a great touch!

Developer(+1)

I even provide the leaderboard backend for others to use in their games - I posted about it but so far nobody seemed to want to integrate it into their game.  I needed to add a backend for level editor saving (so other people can make their own levels), so I figured global scores should be a thing as well ( in addition to local scores ).  There are over 50 levels, I'll be playing to make sure I have the top score (stars and time) in many of them, just to challenge the public and show that all levels are solvable! ( except level 47 - lol )

https://github.com/pasciaks/alchemist

Developer (1 edit) (+2)

Alchemy in a game jam is about turning simple things into surprising outcomes through experimentation, transformation, and discovery.  The Alchemist is an isometric maze chase—collect keys, dodge bombs, and find the purple flowers.

You are a problem-solver who experiments to unlock new paths. Your goal is to find the purple flowers.   Flowers represent culmination and refinement and purple implies the final stage of transformation.

Movement 

(Arrow Keys  or  Q E Z C)

Pick up fire if you are standing on it 

Space Bar )

Place the fire or the bomb that you are holding.

(  Space Bar )

Place the fire, bomb, or orb you are holding on an adjacent empty space.

T U B M )

Select Objects for Use  

  • Bomb (5
  • Feather (6
  • Fire (7
  • Key (8)

Essentially, you are a character in a maze. Your goal is to complete the maze by reaching the purple flowers without being blown up by the bomb enemies that are pursuing you. In addition to the BOMB theme image, I've also used previous jam images of the Cat, Feather, Key, and Fire.

The Key obviously opens blocked pathways, Fire deters bombs from following the shortest path to reach you, and the Feather gives you a birds eye view of the playable area.  If enemy bombs follow the path and hit your placed bomb tile, they die and the bomb blocking the pathway becomes a useable tile to travel on.  These features alone should be enough for some interesting puzzle challenges.

The level editor simply allows you to put a variety of tile object types on the grid and gameplay commences based on that. You can toggle the level editor mode by pressing the Escape key, then other keys (such as 1,2,3,4,#,$,-,=) are used to change the tiles that are at those locations.   While in level editor mode, use Control S to save and Control L to load.  

You use the Arrow Keys or Q E Z C to move (Isometric/diagonals). Additionally you use T U B M and the space bar during gameplay to place items you are holding. (There is a lot here, but feel free to give it a try).

** No game engine was used **....  just plain old HTML, JavaScript and HTML Canvas. 

RATING CATEGORIES:

  • Gameplay
  • Graphics
  • Audio
  • Theme

⭐ Bonus Categories

  • ⭐ Most Marvelous Wizard - Best character design & animation of a character wearing a wizard hat.
    • Not wearing a hat, but uses previous alchemy asset (cat head)
  • ⭐ Most Creative World - Unique and imaginative game world, environmental storytelling, background art, etc.
    • Puzzle Platformer that engages player with 'bomb, fire, feather, and key'.
    • Traverse maze, avoid bombs and use items to help you along the way.
    • Fire on the path deters enemy bombs from following their A* algorithm to find you.
    • Feather gives you birds eye view.
    • Bomb will block your path but destroy enemy bombs pursuing you.
    • Keys will open locked pathways.
  • ⭐ Most Memorable Gameplay - Engaging, challenging, fun, or addicting game loop!!
    • Includes level editor.
    • Includes multiple levels that get harder and more challenging.
  • 🍞 Kuro's Homemade Bread Award – Best game made from scratch without an engine!
    • No engine used, just HTML and JavaScript using HTML Canvas element.
Developer (1 edit) (+1)

Essentially, you are a character in a maze. Your goal is to complete the maze by reaching the purple flowers without being blown up by the bomb enemies that are pursuing you. In addition to the BOMB theme image, I've also used previous jam images of the Cat, Feather, Key, and Fire.

The Key obviously opens blocked pathways, Fire deters bombs from following the shortest path to reach you, and the Feather gives you a birds eye view of the playable area. No game engine, just HTML, JavaScript and HTML Canvas. 

The level editor simply allows you to put a variety of tile object types on the grid and gameplay commences based on that. You can toggle the level editor mode by pressing the back-tick key, then other keys such as 1 ,2,3,4,#,$,-,= are used to change the tiles that are at those locations. 

You use the Arrow Keys or Q E Z C to move. Additionally you use T U B M and the space bar during gameplay to place items you are holding. (There is a lot here, but feel free to give it a try).