i'm not sure what's causing me to get dissolved gold - likely an Astral modifier Tourmaline hitting max potency - but it's really incredibly useless and quite silly to have on screen. Delightful. Still has 4 potency value of 8, unlike the extremely funny Astral Gold Coin that i bought from the shop, which obviously combines up into a 4 potency value 16 Astral Gold chest.
Excellent update! Notably, the game can be put in a very difficult to stop loop if you have a persistent gold slime, and a persistent honeycomb jelly. The resultant infinite gold rain will continue even if the opponent is defeated and interestingly enough, can even carry over into a new playthrough if you exit to menu during it. I'm not entirely sure why your board doesn't overflow during this since normally gold would cause an overflow, perhaps it's simply the number of collisions at once?
Aside from that specific occurrence I ran into no issues.
I was at a point where I was just steamrolling every opponent so it was honestly a perfect way to end the run :V
Still a bit of a shame that most of the new items are missing respective transformations. Even a simple hypnotic spiral in the characters eyes or as a halo behind their head that grows in intensity would be neat to see. The game also could use a way to end your run intentionally, for example by getting to a polycule size of X at which point the shop could just have an option for retiring into your well earned poylcule of your desired size.
Stumbled across this recently and it's been a solid game, looking forward to more completed systems/progression listed in the dev log. Personally would love to see the player select a witch similar to Balatro decks where they have a predefined look, kit, and maybe gimmick? It's a bit tedious with the randomized potion selection each run. (would also be nice to let the player customize their witch using the already existing assets too if premade looks are out of the question)
Recommend also tweaking some values anything that does a stacking effect is incredibly strong, and beats out doing a lot of other fun tf stuff, which is a bit of shame when you want to win and embreasten the opponent. From my playing charm elixir especially becomes busted insanely fast for both the player and npcs.
Given the last post was in august I'm sure there's been plenty of balance consideration and I'm sure y'all are handling things just fine. Excited to see more and best of luck with getting funding!
This is open screen when I just open this game. I downloaded the latest version and this is my spec CPU intel core i 5 12500H RAM 16 GB GPU rtx 3050 to play this game.
I've had this problem before with godot games when updating my graphic card. Deleting everything in "Roaming > Godot > app_userdata > Game Name > shader_cache" fixed it for me.
why it doesn't load, the game just break my pc. I have tried to load it on 3 different devices and it hasn't worked on any of them. I even did a bat to try to load but nothing works
I believe the persistent debuffs should be removed from the potion after it overflows a few times. Getting stuck in endless overflow loops has been the bane of my existence.
This is definitely the most unique Suika-like I've seen, it's great so far!
If you're looking for feedback or ideas, could I suggest adding some kind of 'shop' (maybe every 3-5 battles) where you can trade the witches you've recruited to your polycule to other polycules in exchange for more powerful potions, or different shapes/sizes of beakers? Also, some sort of grimoire of what potions you've encountered and what they do would be cool (though I know you can already just mouse over items to see what they do), and an option to disable text movement would be nice.
slime builds can be really overpowered if you get them to max level, especially with coolant slime and blueberry slime
I'm not saying this as a bad thing, it's fun to be overpowered, and the slimes show up infrequently enough that I don't think it's an issue at all, but I don't see many people talking about it, especially with hidd1212's list completely ignoring any slimes (though everything else there is pretty accurate and useful)
the biggest reason that blueberry and coolant slimes are so powerful is that they have a purely negative effect on their target when added, and a purely positive effect on their target when cast, so when you add them they always apply a negative effect to your opponent, and then if you overflow with them you apply the positive effect to yourself. Since the effect is pretty weak at low levels, I can understand people maybe not wanting to go for slime builds since they can be hard to get going, but they are definitely worth it. Almost all of my successful builds that I can think of have been at least partly slime-based
Do you have something that allows to support your work? I hope you continue the development of this game.. maybe even with some more steps on the transformations ?
Ah, if you wanna' support me, the best places to do so would be either via Ko-fi or Subscribestar
I absolutely do want to continue expanding upon this game. I've already got an update currently in the works, it's just been slow progress since I've had to balance it with working on Commissions and other such money-making endeavors
I've started only 3 runs where I only have access to basic stuff that does nearly nothing but my opponent has something that stuffs mine with eggplants or milk and then I just can't do anything because I permanently have no space or my inventory is slowly overtaken by duplicating junk.
Seriously, the difference between good vials and bad vials is insane. If your opponent has something GOOD you just lose, it takes FOREVER to lose, and it hurts worse and worse the entire time.
The fact that this game is SO CLOSE to being great but manages to trip THIS HARD is painful. There needs to be counterplay in "card" games like these or else it just falls apart.
I had to check what's almost 400MB in this game (usually Godot games are sub-150MB). If you would remove the unused Craftpix and Noraneko assets, the size would improve drastically.
Otherwise... like 8+ hours in I feel like I had way too much fun playing this (besides some unwinnable situations). It would be nice to have more control over upgrades, like a limited reroll, and not being stuck with the last 3 potions on the shelf.
OK, I've played this game waaaay too much (repeatedly) in the last 90 days. My high score on the downloadable version is 77. Online it's 35.
Early game, I've found a lot of utility to rerolling potions in the first 2-3 witches before you've gotten a build together. Just skip all the lvl 1's and rush getting enough allure built up to smash through. For upgrades, it's best to focus on getting the accel potions up to at least lvl 3 (where 2 potions can run a pot) as soon as possible.
There's a little sequence break you can do when you hit the first Drain witch--if you've got strong/frequent enough Expansion elixirs, you can force a backfire ASAP and max out your first slotted potion--then if you rush a victory right after, you can dupe that maxed potion and trivialize the next few levels. That sequence break requires a lot of setup and is finicky.
Anyways here's my breakdown of potion values:
Allure: crucial in early game, weak in lategame. Gives a max of 16/slot. Glamour: weak. Even a level 6 glamour gives only 6+5+4+3+2+1=21 total allure. Counting the cost of the accels needed to fulfill it, gives 1.3 allure per cast at level 5. Carnal: painfully weak in early game, busted in lategame. The x3 scaling makes it quickly the most effective single potion, as long as you've got a quick acceleration build. Weak against drain builds. Charm: requires a dedicated build to make it work. Can be ridiculously overpowered. Acceleration: Basically worthless below 3. Sweet spot is 4. Crucial throughout game
Expansion: Excellent for forcing backfires. Can cause gamebreaks if you cram too many into your pot, especially when combined with mesmerize. Countered with Compression potion
Mesmerizing: Weak in early game, strong in mid- to late-game. Firing off a couple mesmer 5's can screw up the opponent's pot enough to allow you some freedom to play around. Bulging: Excellent for causing enduring backfires, especially at higher levels.
Virile: Weird. It pairs well with Compression potion and it's strong against backfires, since it sends the eggplants to the opponent's side. Sticky: Junk. Easily countered with acceleration potions. At high enough strengths, Sticky ends up creating background potion in the opponent's cauldron, which can be exploited by Rose slime
Corruption: Not particularly useful on its own, but a hard counter to mesmerizing and bulging Miracle: Overpowered in early game, actively detrimental in late game. Catalyst: I've never gotten this one to work, but some enemies have good cat builds, so it's clearly effective. I assume it's useful against Ice Slime enemies. Compression: Quietly powerful. Weak counter against bulging and mesmerizing, strong counter against expansion and growth. Works best at higher levels, which makes this potion a mid- to late-game potion. Growth: weak. It requires pairing with one of the retained item types (spirals/eggplants) because the growth gets canceled by a brew, unlike Expansion. It might make a decent addition to an end-game build. Prophesy: Backfire counter. Weak on its own. Can dilute an opponent's inventory with weak Allure potions if you purposefully backfire yourself. Cowbell: (still) deeply broken, especially with multiple. Simultaneously denies the opponent a chance to advance their build and fills their cauldron with milk. The only counter to cowbell is a hard-and-fast backfire strategy that gets the CB out of your opponent's pot before it can trigger.
Viscous: Could pair well with Rose slime. Not sure it's worth it.
My high score build was:
3x lvl 5 accel
3x lvl 5 carnal
3x lvl 5 mesmerize
2x lvl 5 expansion
4x lvl 1 corruption
2x lvl 5 compression
6x cowbell
The goal is to quickly hit the enemy with cowbells and mesmerize to whiff their build, then buildup some strong carnals to exhaust the increasingly unrealistic bars. I kept lowlevel corruptions and compressions to counteract any negatives that I get hit with. The build died against an enemy who quickly dropped some expands that caused me to backfire the cowbells and mesmerizes, and got stuck in a backfire loop on the spirals.
Cannot understate the smile this post put on my face - it means a lot seeing someone enjoy the game enough to have spent so much time with it and give such a detailed breakdown, and it's definitely useful feedback in terms of game balance.
Big props to your high score, that's quite the polycule, hehe
If you've got somewhere I can submit longer-form feedback (IE userstories, bug reports, balance analysis, etc.) I'd be more than happy to give you significantly more information. I dunno if you plan on taking this game anywhere further, but if you're willing to work on it, I'll give you all the fodder I can.
Yup, I've been in the process of working on an update for a couple months - although it's relatively slow going since I've gotta' balance working on the game with making money.
I'm considering setting up a discord where folks can report bugs, leave suggestions and all that jazz - but I'm still deciding if I want the extra responsibility that comes with all that.
Spirals and eggplants should disappear on overflow. You straight up can't win if the opponent casts a high potency mesmerizing / bulging elixir. Other than that... I absolutely adore this! The witches are so cute, and mixing suika game with a Panel De Pon - type pvp system is very clever! The vibes are absolutely immaculate, and figuring out how to make a good build feels great! Just fix Mesmerizing and Bulging. They're crazy overpowered.
I don't know what the counter to the spiral witch is, I thought that if I made the brew go over the top the spirals would fall out, but they didn't, so any spirals she creates are really permanent, and you are immediately running against the clock and need to add a lot of alure to your bews only to barely have a positive net alure at the end. And there is basically no other way to beat her, other than of course making her bew go over the top, but it's actually quite hard to do that, I have never managed it.
Why does the opponent get access to an infinite combo of eggplant and spirals. They do not go away. I just keep getting backfired with no chance to fight back. I was winning and then my shit wouldn't stop overflowing with eggplants and spirals. Why are they persistent
Real decent premise, a good bit of fun for a short time, would be amazing if there were more mechanics and choices and progression similar to slay the spire
Game is amazing, i spent way to much time on it already xD I love the concept of it but i really wish i could select my starting items, could be by unlocking new ones by playing or buying them in a shop or smthing similar ? Could add a small coins that you get after winning then you can buy the potions or items you want !! Otherwise the game is great, would definitely recommend ^w^
Amazing game. I would love to see different starting bags become available. I'm dead set on trying to make a more unique strategy work. Still, every time I try to go for anything that is too far from the basic allure potion plan, I lose too quickly before I even get any kind of new synergy between my potions going. (A hopefully easy-to-implement idea for this could be to choose a starting bag from one of the witches you encounter.)
Got a bug to report, not sure if it's an issue on my end or maybe godot but I might as well
So, I decided to download the game both on the itch io app and using my browser, and both times after it got past the godot loading screen, all i would see is a nlack screen with little black squares that were blinking rapidly, there was noise but other than that I couldn't click anything or do anything, however for some reason i can play it on my browser so I'm not sure what's going on there.
I love this game. The witches are cute and the gameplay has me hooked!
My main complaint is that the game has a tendency to softlock, especially common when coolant or viscous is in play (things that change the cast time.) It can throw the game into a broken state where casting potions doesn't work and nobody can win or lose regardless of sub-zero allure.
There's also a bug with expansion elixir in tier 5/6. If ingredients grow too large, they can spill out of the pot into the other player's, even potentially cause the other player to overflow. Maybe there should be a maximum size for ingredients to grow to?
Also, even after the nerfs, bovine elixir is super oppressive. Maybe casting a bovine elixir could downgrade it once or remove it from the bag? Maybe corruption elixir could remove it from the bag after converting it?
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any cheats in game?
Not currently - maybe in a future update
i'm not sure what's causing me to get dissolved gold - likely an Astral modifier Tourmaline hitting max potency - but it's really incredibly useless and quite silly to have on screen. Delightful. Still has 4 potency value of 8, unlike the extremely funny Astral Gold Coin that i bought from the shop, which obviously combines up into a 4 potency value 16 Astral Gold chest.
I see you added new spirals, but you didn't add ways to attain them besides the only two. Do you think you can fix that.
Excellent update!
Notably, the game can be put in a very difficult to stop loop if you have a persistent gold slime, and a persistent honeycomb jelly. The resultant infinite gold rain will continue even if the opponent is defeated and interestingly enough, can even carry over into a new playthrough if you exit to menu during it.
I'm not entirely sure why your board doesn't overflow during this since normally gold would cause an overflow, perhaps it's simply the number of collisions at once?
Aside from that specific occurrence I ran into no issues.
This just happened to me and I managed to grab a video of it
I was at a point where I was just steamrolling every opponent so it was honestly a perfect way to end the run :V
Still a bit of a shame that most of the new items are missing respective transformations. Even a simple hypnotic spiral in the characters eyes or as a halo behind their head that grows in intensity would be neat to see. The game also could use a way to end your run intentionally, for example by getting to a polycule size of X at which point the shop could just have an option for retiring into your well earned poylcule of your desired size.
BUG: Has crashed twice now. Both times when attempting to start my 3rd battle.
I think this was related to a bugged loadout - should hopefully be fixed now 🙏
that fuckass hypno potion >:( good game btw
Stumbled across this recently and it's been a solid game, looking forward to more completed systems/progression listed in the dev log. Personally would love to see the player select a witch similar to Balatro decks where they have a predefined look, kit, and maybe gimmick? It's a bit tedious with the randomized potion selection each run. (would also be nice to let the player customize their witch using the already existing assets too if premade looks are out of the question)
Recommend also tweaking some values anything that does a stacking effect is incredibly strong, and beats out doing a lot of other fun tf stuff, which is a bit of shame when you want to win and embreasten the opponent. From my playing charm elixir especially becomes busted insanely fast for both the player and npcs.
Given the last post was in august I'm sure there's been plenty of balance consideration and I'm sure y'all are handling things just fine. Excited to see more and best of luck with getting funding!
I want to know. Why I open download version of this game and it show only blackscreen and have just sound of the game? Is it come from godot problem?
Is this the latest version? Can you tell me your specs?
hmm, I'm afraid I don't know what to tell you then. Sounds like some kind of engine compatibility issue 😔
I've had this problem before with godot games when updating my graphic card. Deleting everything in "Roaming > Godot > app_userdata > Game Name > shader_cache" fixed it for me.
Great Update. I finally got an op build that no one could beat.
any word on new developments?
The Discord link seems to be broken FYI
It's a really enjoyable game! Loving the gameplay and the art!
There are just few issues I have, wanted to mention them so you can improve the experience <3
1) Debuffs can stack up way too fast (Bovine, spiral, to lesser extent eggplant)
2) Wish you could pick preferred character to start as <3
3) Really hope this game can reach more people cuz it's great
Getting a regular issue where the opponent gets a negative time. The game continues on, but I can neither win nor lose at that point.
why it doesn't load, the game just break my pc. I have tried to load it on 3 different devices and it hasn't worked on any of them. I even did a bat to try to load but nothing works
@echo off
cd /d "%~dp0"
start "" godot.exe --rendering-driver opengl3 --resolution 1200x600 --windowed
exit
I believe the persistent debuffs should be removed from the potion after it overflows a few times. Getting stuck in endless overflow loops has been the bane of my existence.
it would be nice if there was a way to save your progress/retry after losin
This is definitely the most unique Suika-like I've seen, it's great so far!
If you're looking for feedback or ideas, could I suggest adding some kind of 'shop' (maybe every 3-5 battles) where you can trade the witches you've recruited to your polycule to other polycules in exchange for more powerful potions, or different shapes/sizes of beakers? Also, some sort of grimoire of what potions you've encountered and what they do would be cool (though I know you can already just mouse over items to see what they do), and an option to disable text movement would be nice.
slime builds can be really overpowered if you get them to max level, especially with coolant slime and blueberry slime
I'm not saying this as a bad thing, it's fun to be overpowered, and the slimes show up infrequently enough that I don't think it's an issue at all, but I don't see many people talking about it, especially with hidd1212's list completely ignoring any slimes (though everything else there is pretty accurate and useful)
the biggest reason that blueberry and coolant slimes are so powerful is that they have a purely negative effect on their target when added, and a purely positive effect on their target when cast, so when you add them they always apply a negative effect to your opponent, and then if you overflow with them you apply the positive effect to yourself. Since the effect is pretty weak at low levels, I can understand people maybe not wanting to go for slime builds since they can be hard to get going, but they are definitely worth it. Almost all of my successful builds that I can think of have been at least partly slime-based
Do you have something that allows to support your work? I hope you continue the development of this game.. maybe even with some more steps on the transformations ?
Ah, if you wanna' support me, the best places to do so would be either via Ko-fi or Subscribestar
I absolutely do want to continue expanding upon this game. I've already got an update currently in the works, it's just been slow progress since I've had to balance it with working on Commissions and other such money-making endeavors
Great news that you want to implement and add content. it has a very nice mechanics that keeps you glued for hours. we look forward to your updates
Please continue working on Potions and Polycules!!! this game ROCKS
oh that's real bizarre, can you give me some system info?
this game is genuinely rubbish which sucks because the art and premise is great
I've started only 3 runs where I only have access to basic stuff that does nearly nothing but my opponent has something that stuffs mine with eggplants or milk and then I just can't do anything because I permanently have no space or my inventory is slowly overtaken by duplicating junk.
Seriously, the difference between good vials and bad vials is insane. If your opponent has something GOOD you just lose, it takes FOREVER to lose, and it hurts worse and worse the entire time.
The fact that this game is SO CLOSE to being great but manages to trip THIS HARD is painful. There needs to be counterplay in "card" games like these or else it just falls apart.
I had to check what's almost 400MB in this game (usually Godot games are sub-150MB). If you would remove the unused Craftpix and Noraneko assets, the size would improve drastically.
Otherwise... like 8+ hours in I feel like I had way too much fun playing this (besides some unwinnable situations). It would be nice to have more control over upgrades, like a limited reroll, and not being stuck with the last 3 potions on the shelf.
Trying to have a look at the files myself, how did you do it?
OK, I've played this game waaaay too much (repeatedly) in the last 90 days. My high score on the downloadable version is 77. Online it's 35.
Early game, I've found a lot of utility to rerolling potions in the first 2-3 witches before you've gotten a build together. Just skip all the lvl 1's and rush getting enough allure built up to smash through. For upgrades, it's best to focus on getting the accel potions up to at least lvl 3 (where 2 potions can run a pot) as soon as possible.
There's a little sequence break you can do when you hit the first Drain witch--if you've got strong/frequent enough Expansion elixirs, you can force a backfire ASAP and max out your first slotted potion--then if you rush a victory right after, you can dupe that maxed potion and trivialize the next few levels. That sequence break requires a lot of setup and is finicky.
Anyways here's my breakdown of potion values:
Allure: crucial in early game, weak in lategame. Gives a max of 16/slot.
Glamour: weak. Even a level 6 glamour gives only 6+5+4+3+2+1=21 total allure. Counting the cost of the accels needed to fulfill it, gives 1.3 allure per cast at level 5.
Carnal: painfully weak in early game, busted in lategame. The x3 scaling makes it quickly the most effective single potion, as long as you've got a quick acceleration build. Weak against drain builds.
Charm: requires a dedicated build to make it work. Can be ridiculously overpowered.
Acceleration: Basically worthless below 3. Sweet spot is 4. Crucial throughout game
Expansion: Excellent for forcing backfires. Can cause gamebreaks if you cram too many into your pot, especially when combined with mesmerize. Countered with Compression potion
Mesmerizing: Weak in early game, strong in mid- to late-game. Firing off a couple mesmer 5's can screw up the opponent's pot enough to allow you some freedom to play around.
Bulging: Excellent for causing enduring backfires, especially at higher levels.
Virile: Weird. It pairs well with Compression potion and it's strong against backfires, since it sends the eggplants to the opponent's side.
Sticky: Junk. Easily countered with acceleration potions. At high enough strengths, Sticky ends up creating background potion in the opponent's cauldron, which can be exploited by Rose slime
Corruption: Not particularly useful on its own, but a hard counter to mesmerizing and bulging
Miracle: Overpowered in early game, actively detrimental in late game.
Catalyst: I've never gotten this one to work, but some enemies have good cat builds, so it's clearly effective. I assume it's useful against Ice Slime enemies.
Compression: Quietly powerful. Weak counter against bulging and mesmerizing, strong counter against expansion and growth. Works best at higher levels, which makes this potion a mid- to late-game potion.
Growth: weak. It requires pairing with one of the retained item types (spirals/eggplants) because the growth gets canceled by a brew, unlike Expansion. It might make a decent addition to an end-game build.
Prophesy: Backfire counter. Weak on its own. Can dilute an opponent's inventory with weak Allure potions if you purposefully backfire yourself.
Cowbell: (still) deeply broken, especially with multiple. Simultaneously denies the opponent a chance to advance their build and fills their cauldron with milk. The only counter to cowbell is a hard-and-fast backfire strategy that gets the CB out of your opponent's pot before it can trigger.
Viscous: Could pair well with Rose slime. Not sure it's worth it.
My high score build was:
3x lvl 5 accel
3x lvl 5 carnal
3x lvl 5 mesmerize
2x lvl 5 expansion
4x lvl 1 corruption
2x lvl 5 compression
6x cowbell
The goal is to quickly hit the enemy with cowbells and mesmerize to whiff their build, then buildup some strong carnals to exhaust the increasingly unrealistic bars. I kept lowlevel corruptions and compressions to counteract any negatives that I get hit with. The build died against an enemy who quickly dropped some expands that caused me to backfire the cowbells and mesmerizes, and got stuck in a backfire loop on the spirals.
Cannot understate the smile this post put on my face - it means a lot seeing someone enjoy the game enough to have spent so much time with it and give such a detailed breakdown, and it's definitely useful feedback in terms of game balance.
Big props to your high score, that's quite the polycule, hehe
If you've got somewhere I can submit longer-form feedback (IE userstories, bug reports, balance analysis, etc.) I'd be more than happy to give you significantly more information. I dunno if you plan on taking this game anywhere further, but if you're willing to work on it, I'll give you all the fodder I can.
Yup, I've been in the process of working on an update for a couple months - although it's relatively slow going since I've gotta' balance working on the game with making money.
I'm considering setting up a discord where folks can report bugs, leave suggestions and all that jazz - but I'm still deciding if I want the extra responsibility that comes with all that.
Spirals and eggplants should disappear on overflow. You straight up can't win if the opponent casts a high potency mesmerizing / bulging elixir.
Other than that... I absolutely adore this! The witches are so cute, and mixing suika game with a Panel De Pon - type pvp system is very clever! The vibes are absolutely immaculate, and figuring out how to make a good build feels great! Just fix Mesmerizing and Bulging. They're crazy overpowered.
I don't know what the counter to the spiral witch is, I thought that if I made the brew go over the top the spirals would fall out, but they didn't, so any spirals she creates are really permanent, and you are immediately running against the clock and need to add a lot of alure to your bews only to barely have a positive net alure at the end. And there is basically no other way to beat her, other than of course making her bew go over the top, but it's actually quite hard to do that, I have never managed it.
Corruption elixir is the hard counter to spiral/eggplant: you can erase spirals by corrupting them.
thats assuming rng lets you get it in the first place
Great game concept, adding the ability to customize the looks of your witch would be a fantastic addition imo
Cant wait for the next update! keep up the good work
i think i broke the game. right after the opponent brew wouldn't stop doing bubbles
I'v been trying to play this but every time I try it crashes my laptop before I get past the engines loading screen.
does this count as beating the game? (it crashed) (also, idk why im bubbling, I had nothing on my side but sent a lot of stuff to their side)
Why does the opponent get access to an infinite combo of eggplant and spirals. They do not go away. I just keep getting backfired with no chance to fight back. I was winning and then my shit wouldn't stop overflowing with eggplants and spirals. Why are they persistent
Real decent premise, a good bit of fun for a short time, would be amazing if there were more mechanics and choices and progression similar to slay the spire
Really like this game, wish there was a way to look at my 'trophy case' of ensorcelled witches.
Even a splash screen between fights where you got to look at your conquests would be nice.
Game is amazing, i spent way to much time on it already xD
I love the concept of it but i really wish i could select my starting items, could be by unlocking new ones by playing or buying them in a shop or smthing similar ? Could add a small coins that you get after winning then you can buy the potions or items you want !! Otherwise the game is great, would definitely recommend ^w^
Amazing game. I would love to see different starting bags become available. I'm dead set on trying to make a more unique strategy work. Still, every time I try to go for anything that is too far from the basic allure potion plan, I lose too quickly before I even get any kind of new synergy between my potions going.
(A hopefully easy-to-implement idea for this could be to choose a starting bag from one of the witches you encounter.)
Got a bug to report, not sure if it's an issue on my end or maybe godot but I might as well
So, I decided to download the game both on the itch io app and using my browser, and both times after it got past the godot loading screen, all i would see is a nlack screen with little black squares that were blinking rapidly, there was noise but other than that I couldn't click anything or do anything, however for some reason i can play it on my browser so I'm not sure what's going on there.
I love this game. The witches are cute and the gameplay has me hooked!
My main complaint is that the game has a tendency to softlock, especially common when coolant or viscous is in play (things that change the cast time.) It can throw the game into a broken state where casting potions doesn't work and nobody can win or lose regardless of sub-zero allure.
There's also a bug with expansion elixir in tier 5/6. If ingredients grow too large, they can spill out of the pot into the other player's, even potentially cause the other player to overflow. Maybe there should be a maximum size for ingredients to grow to?
Also, even after the nerfs, bovine elixir is super oppressive. Maybe casting a bovine elixir could downgrade it once or remove it from the bag? Maybe corruption elixir could remove it from the bag after converting it?