I really enjoyed the game, thank you for making it! I really liked looking at the various TFs and their progression.
I also like how there's a bit of real-time elements, so you can do things like try to save your pot from backfiring by causing it to brew first, or save yourself from hitting 0 allure by brewing something while the allure is ticking down.
I seem to have found a good strategy for winning fights:
--------------------
As fast as you can, put 3-4 Lv5 Expansion potions and then Brew the pot, using rerolls as necessary to force the ingredients to show up.
Ideally you'd splash 1-2 eggplant or Hypno potions in there as well to force a backfire, but they aren't completely necessary.
After brewing the other side's pot's ingredients should expand and cause a backfire.
From then on you keep piling on expansion to maintain the large ingredient size while doing other stuff and then win since you're doing stuff and they are not.
This game is really well made. Any thoughts in creating an in game store to let the player buy different potions to start with?
I would love to be able to experience all of what this game has to offer without needing to rely on RNG.
An example store could be something like spend a in game currency that lets you trade your starting potions for other potions/slimes/transformitive objects. You would earn the currency by playing and maybe it could be tied to the amount of witches you recruit into your Polycule.
Also those persistent transformative objects are really strong! any chance of allowing them to reduce in size each time a potion is cast?
ngl either I suck major ass, or is the mesmerizing potion kind of busted, shit ends runs. Especially if the opponent has the growth potion too. Cancer combo
Keeps crashing my cromebook. To be more specific the computer freezes up upon the godot loading screen finishing. In order to set my computer back to a useable state I had to reset it.
Genuinely a really addictive game! I admitadly probably suck as I can only get up to 6 witches, I often get stuck at the hypno potions.
If I would change anything it would be that, but honestly as a rouge lite this can get really addictive and would be fun as a full fledge game. Of things I would add which I'm not saying would make or break the game but would be fun and I only share, because its stuff I thought about while playing.
1.Allow the player to customize their witch based on the options available, since the main witches seem to be randomized from a pool of assets. even if limited to a few of the options would be a lot of fun to be like "hehe that me"
2.A few more options for what can be traded after a match, Even if say you need to use 2 potions to get 1 item in that trade, or even all 3 to get an OP ingredient all around would be fun, I half suggest this as RNG started giving me lower level stuff I could get by upgrading the 3 I had on hand.
3.Starter Bags, having the ability to chose from select "basic" potions or even having the ability to chose potions based on rank/value with a budgeting system. I mainly suggest this one as every time I Game overed starting over with the light blue size increasing potions just felt like a kick in the teeth, like having the option to start with some other low level potion or even fewer potions, but some low level strong ones.
My dumb ideas aside, really fun as a whole, glad I saw this game its really fun and I'm 100% sharing it with folks who I think would enjoy it.
Cool game, surprisingly deep and fun. I have never gotten past round 3 though, the opponents decks feel very ball-busting compared to starting with the expansion potion. Agree with other commenters that customizing the starting loadout and appearance would be very fun. And also the mesmerizing potion is broken (mechanically, very easy to lead to guaranteed backfires even though "it can't backfire").
day 15 waiting on an update: its been two weeks and im still hyped about this game getting an update. please take your time im just trying to be funny : 3
Not sure if this would damage the intended game but would it be possible to have hypnotic spirals be lost on a backfire? It feels like if you dont get a hypnotic spiral or a corrupting potion before the round with a witch that has it, its essentially a loss regardless of how you play, with 4 spirals every time you fill a potion you go -4 persistantly with no means of getting rid of them.
Possible suggestion Hypnotic spirals lost on backfire (HOWEVER) each one adds a +1 to a potions backfire effect, you will still lose if it gets out of hand, but you have an option to backfire yourself early and still get back in the game, vs stare down a death spiral (HURHURHUR) and begrudgingly restart
this game is seriously addicting, id love to see more TF visuals and some way to change what your starting kit is. id also personally love to see some form of meta-progression, as thats my favorite flavor of Roguelike
a long term goal of being able to customize your character instead of having one generated randomly for you would be nice. it can also tie in well when choosing a starting deck when that becomes available.
I've been having issues trying to run this on windows, it ends up taking a TON of CPU and Memory whenever it's open, and then the Godot Screen at te start never actually goes away, even though I can hear the sounds playing on the menu. I can't hear the menu options when thumbing over them, so I don't think I can interact at all with it.
No, but seriously. Great art and the gameplay is great too, keep up the great work!
Edit: Thought I should come back to give some explanation for what had happend in the video and some feedback.
It just looks like you can pretty much let every witch destroy herself by upgrading the expansion potion a lot. This also gets a lot worse if you keep on going.
Also I'd really love to get a gallery where you can see all the transformations you've already seen
I want to start off by saying hey, this game is really great and I'm very excited to play it! The gameplay is satisfying and challenging in a way that seems fair. If the current version was the final version, I'd be happy with it, and I am happy with it.
All that said, there's a couple things that I think could make it even better.
Number one, adding a one time use remove potion option to each rewards screen. Thinning is generally one of the most important things you can do in a game like this, and needing to upgrade a potion to tier V just to remove it is a little too much. One potion removed per shop would, IMO, make duplicating your potions a much more appealing choice since you won't eat tons of deck bloat.
Number two, relatedly, fix the bovine potions! At least in the version I'm playing (downloaded ~1 hour ago) they are PERMANENT deck-bloating negatives, not removed at end of round despite the "temporary" label. This combined with no "remove potion" option means facing them early is absolutely brutal.
The spirals and eggplants are also very strong when used by the opponent (as is charm) but they feel much less absurd because you can beat them by simply being faster, at least.
Finally, add a win screen! I saw you said it loops after 8, and I think it'd be awesome to have a quick "you rule the polycule" or whatever screen, with "return to menu" and "continue (endless)" buttons.
Like I said, this game is absolutely a blast, I've had great fun. I make these suggestions purely because I want something good to become even greater.
yeah, as it stands there are 8 rounds each with their own selection of (hopefully) progressively tougher witches, but after beating all 8 you wrap back around to round 1. Each time you wrap around, all witches will have a random number of potions in their concoction upgraded, to make them slightly tougher.
In theory you could reach a point where there's nothing left to upgrade, but I'm not sure how many rounds in you'd have to get to make that happen.
This game has a lot of potential and I'm looking forward to further development. However, in its current form there is a pretty game-breaking bug and some balance concerns.
Bugs: In every run that goes long or has a lot going on (corruption, hypnotic swirl, bulging) that I've had, there comes a point where my opponent's brew timer goes into the negatives. They cannot cast, and they cannot be defeated (their health goes into negatives). In one instance, I happened to overflow my brew accidentally with my opponent's pile going above the screen, and that caused to infinitely overflow and become unable to do anything about it. The only fix is to close the game and reopen it; quitting the run and starting a new one will keep the bug active.
I also got some weird effects when changing resolution, where the game refused to fill the screen and instead all I could do was click some very wrong button boxes. Restarting the game fixed it, and I haven't managed to reproduce it.
While we're at it, it seems that not defining the game's resolution at the beginning will keep it in a max graphics quality state where my computer will start burning up rather quickly. Perhaps setting a default windowed resolution on game open would fix this, or saving the setting somewhere?
Balance: It feels a bit like an overreach given I'm not the dev here and I apologize if it's uncalled for, but I'll leave some suggestions on how to fix these.
- Hypnotic swirl (& Eggplants): The swirl punishes you for cycling through brews quickly, but then it also makes it necessary to do so as it keeps filling your board; i.e. it punishes you for playing at all. They're quite large and with three of them on the opponent's side, they fill your board quite quickly and leave you helpless, making the only way to beat this build to either slow their brew like a madman, fill their brew with garbage first, or hit hard and fast (which won't happen early in a run and is the least likely of these strategies to work). It'd be an idea to make them single-use (in exchange for making them drop more swirls per potion and/or level), or otherwise make the swirls not permanent (in exchange for making them more powerful, as otherwise they might as well be allure potions). Another idea is to let them combine and dissolve into the background; still adding value to the opponent but not crippling the player entirely. Eggplants share a similar issue with being permanent, but don't punish you for actually playing the game which makes them a lot better to deal with, although they're still broken in the sense that they cripple your ability to play the game after some time.
- Bovine Bell & Milking Potion: This potion punishes you for not playing it and for playing it. I do like the idea of having garbage in your build, but punishing a player for getting punished doesn't seem right, or at least, not as hard as this does. Probably a good idea is to upgrade the potion already in deck instead of adding a new one? Otherwise making the milking potions not spawn more of them and instead making them considerably larger/increase the size of potions in your brew when combined could work. This still punishes the player in a similar manner, but it's much tamer.
- Yellow potions (reactive?): These seem good at a glance, but when you actually try them out, they're incredibly weak and you'd rather pick up an accelerant upgrade/potion. Having to combine them also makes them a bit rough to use. I'm not sure how to make these better, though, other than making them bigger or changing their trigger to not depend on combining.
- Potion distribution: This is particularly in regards to the Bovine Bell, but opponents with other single-use potions will see this issue as well. The milking potions are essentially garbage you have to lose a turn to get rid of, and bells being single use, means the opponent can just sift through a significantly more efficient deck with 3 less potions while you're stuck dealing with 3 useless potions. This is a very powerful effect on its own, but when combined with an opponent that otherwise only has accelerants and allure potions, makes for an opponent that can only be beat with permanent debuffs (filling their board with garbage), as they're too fast for you to do anything about it.
Besides that, getting interesting builds is pretty rewarding and I feel like the difficulty for building a deck is just right; I kinda wish you didn't have to break your loadout to fix it later though; that risk usually ends up in a dead run.
going to piggy back on a lot of what im seeing in the comments. the permanent/persistent potions (eggplant/hypno spyral) are insanely annoying to deal with on the receiving end, especially the enemy who does both + expansion potions. rather than nerfing them however, another option could be to include the corruption/conversion potions in the players starting deck. This would give the player some agency in dealing with them, while still leaving it as a viable strat for players to use.
In terms of progression i would love to see some more control in how we sculpt our run. some options being providing multiple options to transform potions into, an option to add a potion w/o needing to transform, being able to use potions from our deck (but still limit the uses of the upgrades to 3 per round), or being able to remove a potion entirely.
overall a very solid start and especially impressive given the time constraint of a game jam!
also i may have broken the game, game REALLY doesnt like it when something from an opponents flask makes it into your's, there is an ice slime in my flask that alone is big enough to cause a backfire (thank you way too many blue slime)
found that this also completely bricks the game, lets you start a new run, but the opponent couldnt resolve their flask, nor could they lose
After playing some more, expansion potions are absolutely useless against any opponent that has any kind of fast cycle gimmick i.e. lots of accelerants, and it's also terrible against any comp that has compression potions. both of these let the opponent either empty or shrink their cauldron faster than you can expand it, and I say this having managed to get a run with a level 5 expansion potion in deck and a pair of level 5 accelerants, you can't cycle fast enough to outpace any kind of enemy that has the above. I'm not sure how you would solve this without making expansion stronger vs enemies that have slow cycle/cast rates at the very least it would probably be nice to have the expansion scale more smoothly at higher sizes since it's very hard to maintain expansion at a threatening size; once you get really big the potions shrink by enough per turn that the extra space is enough for the new potion thrown in
Also will second the statement many others have made that the hypnotic swirls are absolutely overpowered, as they basically combine two powerful effects of permanent spacefilling (will eventually brick you due to no more space in the cauldron) and a constant allure drain with 0 counterplay. This makes it just a vastly better slime potion that kinda also has the effect of the allure potion. imo the hypnotic swirls need to either be not permanent or hypno potion needs to be replaced with a hypno item similar to the cowbell nerf.
another suggestion would be to allow the player to choose which 3 "special" potions they have instead of automatically giving them expansion potions, as this would make it a lot easier to try out different builds
This is a pretty fun game its just that it gets kinda frustrating to play when it's both hard to get a build going and most builds will get stonewalled by a handful of enemy comps anyway so why bother.
anyway compensatory bug report for complaints: not sure if this is intentional, but if you use the drain potion to get a high level potion in hand, and then end the battle, you can then use the dupe feature to get a copy of that potion at that level instead of it reverting to it's original level. IMO this is worth just making a feature because it gives the drain potion an extra use and helps to assemble builds for some of the potions that kinda suck and need high level versions to be effective (like the expansion potion).
also compression potion could probably do with an extra effect since as it stands I don't see a use outside of as a counter to an enemy with expansion or growth potions, and I'm not sure if the blueberry slime needs to compress on cast since I used it a bit to basically no effect
so, i did a run that big on huge expansion, to interesting results. i don't have a screenshot for it but one interesting issue was that with like 5 star sized blue potions cast all at once, the opponent's ingredients would shoot out of the pot. including into MY pot, causing an overflow. this was VERY surprising. also, at some point, the potions just wouldn't trigger at all. not at zero and not when overflowing. you can see it action here
also i can only be sure of the wandering slime moving between pots. i think i remember others doing the same, i'd have to try and recreate it. edit: no, it was more than the slime. backfired and shot a couple hypnodisks into the opponent's pot
So uhhh. This happened? For some reason theirs didn't cast when it got to zero and when I casted it didn't switch to next screen. Playing on win11 firefox
Fun game, but spirals are way too strong and I wish you could more easily control your build. I like the extra layer of tactics in wanting to have your "hand" have the potions you want to get rid of and/or upgrade, but its kinda annoying to manage ngl. it would be nice if you could swap at least one for a potion in your "deck" so that you can more easily tailor your builds. The ability to remove potions and slim down your deck would be nice as well.
not quite! When you upgrade a star potion it gets dissolved - it's a higher level as normal, but it can no longer combine and doesn't take up any space. You should be able to tell what ingredients have been dissolved by the tint that shows up in the background of your concoction
yeah the reward screen is one of the rougher parts of the project - in the long term I could see me giving it a total overhaul, maybe turning it into more of a shop, but in the main time I'll try and give it a touchup to make it more stable
hey, can you please tag the download as compatible with windows? otherwise it doesn't show up for download on the desktop app (also would be nice to get a windows build for titania suit x)
Okay yeah Spirals are absolutely ridiculous, they need to not be permanent. Eggplants are much easier to deal with because they spawn one at a time and virile builds actually want more eggplant anyways.
i had to play the web version because the downloaded version would crash on the second or third level. audio was crunchier on web but i survived.
what a fun little puzzle battle game. lots of fun synergies and tactics if you have the right potions in your bag, but it takes a long time to shift your bag composition, so mostly you experience these through the opponents. maybe if there was a way to trade more potions with the opponents you've beaten and recruited into the polycule?
i love the different kink ideas and how they are expressed in the gameplay mechanics of each potion. cowbell/bovine potion is especially clever. i havern't played enough to comment on the balance but i would love to see a more substantial version of this game!
Pretty much every persistent item is way too much. The moment I find any enemy where they put an eggplant or spiral on your side you're just done with the run. The only thing that isn't too much is bovine milk cause you can at least manage it well to keep going but anyone with Eggplant or Spirals (or hell both. Both should never be a thing.) is pretty much the end of the run. You can't get anything in your cauldron to do anything and they just keep moving forward while you're crippled forever. persistent things just don't work in the quantity that they are in currently. The only time I've ever gotten past one is a single run where I had the shrinking reagent and even then it was barely possible and took forever. Other than that the game's really good and hope you keep going with it. (Seriously tone down the persistent reagents they're both too plentiful and mixing them makes it far FAR worse.)
Quite good, I'll follow this to see future updates for sure. On browser, my audio seemed to get increasingly crackly/corrupt as time went on. I also echo the desire of others for a pseudo-gallery in which we can view potion effects that we've previously seen. Even just a potion diary that lists the effect (gameplay) and effect (visual/TF) would be pretty nice. Hopeful for some additions of potion effect (visual/TF) to existing potions like the slimes. There are some minor gripes about balance but not anything you haven't already addressed in the rest of the comments.
This game is very very fun. Would be fun even without the NSFW aspect to it but it's great either way. I do get some compatibility issues in Win11, though, if I download the game I just get a black screen with some sound. If I play the game in the browser it works but the sound gets worse over time almost as if the sound is stacking or something? strange. I'd love to play a more fleshed out version of this, though, it truly is great!
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I've been really enjoying this! Now I just need to get good enough to actually play with all the potion types :p
Excellent work!
I really enjoyed the game, thank you for making it! I really liked looking at the various TFs and their progression.
I also like how there's a bit of real-time elements, so you can do things like try to save your pot from backfiring by causing it to brew first, or save yourself from hitting 0 allure by brewing something while the allure is ticking down.
I seem to have found a good strategy for winning fights:
--------------------
As fast as you can, put 3-4 Lv5 Expansion potions and then Brew the pot, using rerolls as necessary to force the ingredients to show up. Ideally you'd splash 1-2 eggplant or Hypno potions in there as well to force a backfire, but they aren't completely necessary.
After brewing the other side's pot's ingredients should expand and cause a backfire. From then on you keep piling on expansion to maintain the large ingredient size while doing other stuff and then win since you're doing stuff and they are not.
Could you please add a save run button. It would be really nice to be able to resume your run
oh that's 100% a quality of life feature I'd like to add sooner or later
hey, i really lijke the game could you add FMG?
FMG?
oh, well it's in short female muscles growth
ohhh
muscles are generally a little outside of my wheelhouse, but I'll certainly bare it in mind
This game is really well made. Any thoughts in creating an in game store to let the player buy different potions to start with?
I would love to be able to experience all of what this game has to offer without needing to rely on RNG.
An example store could be something like spend a in game currency that lets you trade your starting potions for other potions/slimes/transformitive objects. You would earn the currency by playing and maybe it could be tied to the amount of witches you recruit into your Polycule.
Also those persistent transformative objects are really strong! any chance of allowing them to reduce in size each time a potion is cast?
ngl either I suck major ass, or is the mesmerizing potion kind of busted, shit ends runs. Especially if the opponent has the growth potion too. Cancer combo
One of the most enjoyable adult games i've played, begging for it to get updated
growth potion should make the character taller
I second this, and I think compression potions should make them smaller.
Keeps crashing my cromebook. To be more specific the computer freezes up upon the godot loading screen finishing. In order to set my computer back to a useable state I had to reset it.
Any chance to get it playable on mobile?
It's something I'd like to look into, though it's probably a fair ways off for the time being - I don't have a super good phone to test it on rn.
gosh... When you catch you it's done
I managed to get up to round 32 just using the main 3 potions and a lot of upgrades.
I only lose because I backfired myself by accident...
Genuinely a really addictive game! I admitadly probably suck as I can only get up to 6 witches, I often get stuck at the hypno potions.
If I would change anything it would be that, but honestly as a rouge lite this can get really addictive and would be fun as a full fledge game.
Of things I would add which I'm not saying would make or break the game but would be fun and I only share, because its stuff I thought about while playing.
1.Allow the player to customize their witch based on the options available, since the main witches seem to be randomized from a pool of assets. even if limited to a few of the options would be a lot of fun to be like "hehe that me"
2.A few more options for what can be traded after a match, Even if say you need to use 2 potions to get 1 item in that trade, or even all 3 to get an OP ingredient all around would be fun, I half suggest this as RNG started giving me lower level stuff I could get by upgrading the 3 I had on hand.
3.Starter Bags, having the ability to chose from select "basic" potions or even having the ability to chose potions based on rank/value with a budgeting system. I mainly suggest this one as every time I Game overed starting over with the light blue size increasing potions just felt like a kick in the teeth, like having the option to start with some other low level potion or even fewer potions, but some low level strong ones.
My dumb ideas aside, really fun as a whole, glad I saw this game its really fun and I'm 100% sharing it with folks who I think would enjoy it.
How the hell are you supposed to counter hypnosis?
corruption elixir, compression elixir, and coolant slime all work really well against the spirals, at least from my experience
Cool game, surprisingly deep and fun. I have never gotten past round 3 though, the opponents decks feel very ball-busting compared to starting with the expansion potion. Agree with other commenters that customizing the starting loadout and appearance would be very fun. And also the mesmerizing potion is broken (mechanically, very easy to lead to guaranteed backfires even though "it can't backfire").
fr. mesmerizing and growth is an insane combo.
day 15 waiting on an update: its been two weeks and im still hyped about this game getting an update. please take your time im just trying to be funny : 3
this looks fun but won’t load on mobile
Is there an exe. file in there?
Because it won't run on mobile. If it's html., Joiplay might work.
Not sure if this would damage the intended game but would it be possible to have hypnotic spirals be lost on a backfire? It feels like if you dont get a hypnotic spiral or a corrupting potion before the round with a witch that has it, its essentially a loss regardless of how you play, with 4 spirals every time you fill a potion you go -4 persistantly with no means of getting rid of them.
Possible suggestion
Hypnotic spirals lost on backfire
(HOWEVER) each one adds a +1 to a potions backfire effect, you will still lose if it gets out of hand, but you have an option to backfire yourself early and still get back in the game, vs stare down a death spiral (HURHURHUR) and begrudgingly restart
Looks good
this game is seriously addicting, id love to see more TF visuals and some way to change what your starting kit is. id also personally love to see some form of meta-progression, as thats my favorite flavor of Roguelike
a long term goal of being able to customize your character instead of having one generated randomly for you would be nice. it can also tie in well when choosing a starting deck when that becomes available.
I've been having issues trying to run this on windows, it ends up taking a TON of CPU and Memory whenever it's open, and then the Godot Screen at te start never actually goes away, even though I can hear the sounds playing on the menu. I can't hear the menu options when thumbing over them, so I don't think I can interact at all with it.
I have the same problem on firefox on linux
Nice game! :D
https://imgur.com/a/ttHUwou
No, but seriously. Great art and the gameplay is great too, keep up the great work!
Edit: Thought I should come back to give some explanation for what had happend in the video and some feedback.
It just looks like you can pretty much let every witch destroy herself by upgrading the expansion potion a lot. This also gets a lot worse if you keep on going.
Also I'd really love to get a gallery where you can see all the transformations you've already seen
I want to start off by saying hey, this game is really great and I'm very excited to play it! The gameplay is satisfying and challenging in a way that seems fair. If the current version was the final version, I'd be happy with it, and I am happy with it.
All that said, there's a couple things that I think could make it even better.
Number one, adding a one time use remove potion option to each rewards screen. Thinning is generally one of the most important things you can do in a game like this, and needing to upgrade a potion to tier V just to remove it is a little too much. One potion removed per shop would, IMO, make duplicating your potions a much more appealing choice since you won't eat tons of deck bloat.
Number two, relatedly, fix the bovine potions! At least in the version I'm playing (downloaded ~1 hour ago) they are PERMANENT deck-bloating negatives, not removed at end of round despite the "temporary" label. This combined with no "remove potion" option means facing them early is absolutely brutal.
The spirals and eggplants are also very strong when used by the opponent (as is charm) but they feel much less absurd because you can beat them by simply being faster, at least.
Finally, add a win screen! I saw you said it loops after 8, and I think it'd be awesome to have a quick "you rule the polycule" or whatever screen, with "return to menu" and "continue (endless)" buttons.
Like I said, this game is absolutely a blast, I've had great fun. I make these suggestions purely because I want something good to become even greater.
does this have an upper limit? I got to 24
yeah, as it stands there are 8 rounds each with their own selection of (hopefully) progressively tougher witches, but after beating all 8 you wrap back around to round 1. Each time you wrap around, all witches will have a random number of potions in their concoction upgraded, to make them slightly tougher.
In theory you could reach a point where there's nothing left to upgrade, but I'm not sure how many rounds in you'd have to get to make that happen.
This game has a lot of potential and I'm looking forward to further development. However, in its current form there is a pretty game-breaking bug and some balance concerns.
Bugs:
In every run that goes long or has a lot going on (corruption, hypnotic swirl, bulging) that I've had, there comes a point where my opponent's brew timer goes into the negatives. They cannot cast, and they cannot be defeated (their health goes into negatives). In one instance, I happened to overflow my brew accidentally with my opponent's pile going above the screen, and that caused to infinitely overflow and become unable to do anything about it. The only fix is to close the game and reopen it; quitting the run and starting a new one will keep the bug active.
I also got some weird effects when changing resolution, where the game refused to fill the screen and instead all I could do was click some very wrong button boxes. Restarting the game fixed it, and I haven't managed to reproduce it.
While we're at it, it seems that not defining the game's resolution at the beginning will keep it in a max graphics quality state where my computer will start burning up rather quickly. Perhaps setting a default windowed resolution on game open would fix this, or saving the setting somewhere?
Balance:
It feels a bit like an overreach given I'm not the dev here and I apologize if it's uncalled for, but I'll leave some suggestions on how to fix these.
- Hypnotic swirl (& Eggplants): The swirl punishes you for cycling through brews quickly, but then it also makes it necessary to do so as it keeps filling your board; i.e. it punishes you for playing at all. They're quite large and with three of them on the opponent's side, they fill your board quite quickly and leave you helpless, making the only way to beat this build to either slow their brew like a madman, fill their brew with garbage first, or hit hard and fast (which won't happen early in a run and is the least likely of these strategies to work).
It'd be an idea to make them single-use (in exchange for making them drop more swirls per potion and/or level), or otherwise make the swirls not permanent (in exchange for making them more powerful, as otherwise they might as well be allure potions). Another idea is to let them combine and dissolve into the background; still adding value to the opponent but not crippling the player entirely. Eggplants share a similar issue with being permanent, but don't punish you for actually playing the game which makes them a lot better to deal with, although they're still broken in the sense that they cripple your ability to play the game after some time.
- Bovine Bell & Milking Potion: This potion punishes you for not playing it and for playing it. I do like the idea of having garbage in your build, but punishing a player for getting punished doesn't seem right, or at least, not as hard as this does. Probably a good idea is to upgrade the potion already in deck instead of adding a new one? Otherwise making the milking potions not spawn more of them and instead making them considerably larger/increase the size of potions in your brew when combined could work. This still punishes the player in a similar manner, but it's much tamer.
- Yellow potions (reactive?): These seem good at a glance, but when you actually try them out, they're incredibly weak and you'd rather pick up an accelerant upgrade/potion. Having to combine them also makes them a bit rough to use. I'm not sure how to make these better, though, other than making them bigger or changing their trigger to not depend on combining.
- Potion distribution: This is particularly in regards to the Bovine Bell, but opponents with other single-use potions will see this issue as well. The milking potions are essentially garbage you have to lose a turn to get rid of, and bells being single use, means the opponent can just sift through a significantly more efficient deck with 3 less potions while you're stuck dealing with 3 useless potions. This is a very powerful effect on its own, but when combined with an opponent that otherwise only has accelerants and allure potions, makes for an opponent that can only be beat with permanent debuffs (filling their board with garbage), as they're too fast for you to do anything about it.
Besides that, getting interesting builds is pretty rewarding and I feel like the difficulty for building a deck is just right; I kinda wish you didn't have to break your loadout to fix it later though; that risk usually ends up in a dead run.
going to piggy back on a lot of what im seeing in the comments. the permanent/persistent potions (eggplant/hypno spyral) are insanely annoying to deal with on the receiving end, especially the enemy who does both + expansion potions. rather than nerfing them however, another option could be to include the corruption/conversion potions in the players starting deck. This would give the player some agency in dealing with them, while still leaving it as a viable strat for players to use.
In terms of progression i would love to see some more control in how we sculpt our run. some options being providing multiple options to transform potions into, an option to add a potion w/o needing to transform, being able to use potions from our deck (but still limit the uses of the upgrades to 3 per round), or being able to remove a potion entirely.
overall a very solid start and especially impressive given the time constraint of a game jam!
also i may have broken the game, game REALLY doesnt like it when something from an opponents flask makes it into your's, there is an ice slime in my flask that alone is big enough to cause a backfire (thank you way too many blue slime)
found that this also completely bricks the game, lets you start a new run, but the opponent couldnt resolve their flask, nor could they lose
After playing some more, expansion potions are absolutely useless against any opponent that has any kind of fast cycle gimmick i.e. lots of accelerants, and it's also terrible against any comp that has compression potions. both of these let the opponent either empty or shrink their cauldron faster than you can expand it, and I say this having managed to get a run with a level 5 expansion potion in deck and a pair of level 5 accelerants, you can't cycle fast enough to outpace any kind of enemy that has the above. I'm not sure how you would solve this without making expansion stronger vs enemies that have slow cycle/cast rates at the very least it would probably be nice to have the expansion scale more smoothly at higher sizes since it's very hard to maintain expansion at a threatening size; once you get really big the potions shrink by enough per turn that the extra space is enough for the new potion thrown in
Also will second the statement many others have made that the hypnotic swirls are absolutely overpowered, as they basically combine two powerful effects of permanent spacefilling (will eventually brick you due to no more space in the cauldron) and a constant allure drain with 0 counterplay. This makes it just a vastly better slime potion that kinda also has the effect of the allure potion. imo the hypnotic swirls need to either be not permanent or hypno potion needs to be replaced with a hypno item similar to the cowbell nerf.
another suggestion would be to allow the player to choose which 3 "special" potions they have instead of automatically giving them expansion potions, as this would make it a lot easier to try out different builds
This is a pretty fun game its just that it gets kinda frustrating to play when it's both hard to get a build going and most builds will get stonewalled by a handful of enemy comps anyway so why bother.
anyway compensatory bug report for complaints: not sure if this is intentional, but if you use the drain potion to get a high level potion in hand, and then end the battle, you can then use the dupe feature to get a copy of that potion at that level instead of it reverting to it's original level. IMO this is worth just making a feature because it gives the drain potion an extra use and helps to assemble builds for some of the potions that kinda suck and need high level versions to be effective (like the expansion potion).
also compression potion could probably do with an extra effect since as it stands I don't see a use outside of as a counter to an enemy with expansion or growth potions, and I'm not sure if the blueberry slime needs to compress on cast since I used it a bit to basically no effect
absolutely adore this game! also i broke it in an interesting way if you want info about it :3
oh please do share! Love hearing what builds folks have come up with (or potentially what bugs they've found)
so, i did a run that big on huge expansion, to interesting results. i don't have a screenshot for it but one interesting issue was that with like 5 star sized blue potions cast all at once, the opponent's ingredients would shoot out of the pot. including into MY pot, causing an overflow. this was VERY surprising. also, at some point, the potions just wouldn't trigger at all. not at zero and not when overflowing. you can see it action here
also i can only be sure of the wandering slime moving between pots. i think i remember others doing the same, i'd have to try and recreate it.
edit: no, it was more than the slime. backfired and shot a couple hypnodisks into the opponent's pot
Thankyou for the bug report! A few folks have encountered this issue - I will be investigating the cause for the post-jam update I'm working on
if you survive past 100 rounds, the NPC should "collapse from exhaustion" or something and you auto win to prevent Softlocks
Also the game needs more player choice, The RNG very frequently puts the player in unwinnable scenarios
cant wait for the next update :
Fun game, but spirals are way too strong and I wish you could more easily control your build. I like the extra layer of tactics in wanting to have your "hand" have the potions you want to get rid of and/or upgrade, but its kinda annoying to manage ngl. it would be nice if you could swap at least one for a potion in your "deck" so that you can more easily tailor your builds. The ability to remove potions and slim down your deck would be nice as well.
it seems like if you upgrade a star potion then it disappears? not 100% sure but that would be kinda unfortunate...
not quite! When you upgrade a star potion it gets dissolved - it's a higher level as normal, but it can no longer combine and doesn't take up any space. You should be able to tell what ingredients have been dissolved by the tint that shows up in the background of your concoction
they mean in the winning screen. If you try to upgrade a star potion in the winning screen (exchange, upgrade, duplicate) it disappears
ah, ofcourse! Very sorry for the misunderstanding
yeah the reward screen is one of the rougher parts of the project - in the long term I could see me giving it a total overhaul, maybe turning it into more of a shop, but in the main time I'll try and give it a touchup to make it more stable
hey, can you please tag the download as compatible with windows? otherwise it doesn't show up for download on the desktop app
(also would be nice to get a windows build for titania suit x)
ah, very sorry - I didn't realise that's how that worked. Should be fix now.
I'll see what I can do regarding Titania Suit X, it's been a while since I've touched that project.
Okay yeah Spirals are absolutely ridiculous, they need to not be permanent. Eggplants are much easier to deal with because they spawn one at a time and virile builds actually want more eggplant anyways.
i had to play the web version because the downloaded version would crash on the second or third level. audio was crunchier on web but i survived.
what a fun little puzzle battle game. lots of fun synergies and tactics if you have the right potions in your bag, but it takes a long time to shift your bag composition, so mostly you experience these through the opponents. maybe if there was a way to trade more potions with the opponents you've beaten and recruited into the polycule?
i love the different kink ideas and how they are expressed in the gameplay mechanics of each potion. cowbell/bovine potion is especially clever. i havern't played enough to comment on the balance but i would love to see a more substantial version of this game!
Pretty much every persistent item is way too much.
The moment I find any enemy where they put an eggplant or spiral on your side you're just done with the run.
The only thing that isn't too much is bovine milk cause you can at least manage it well to keep going but anyone with Eggplant or Spirals (or hell both. Both should never be a thing.) is pretty much the end of the run. You can't get anything in your cauldron to do anything and they just keep moving forward while you're crippled forever.
persistent things just don't work in the quantity that they are in currently.
The only time I've ever gotten past one is a single run where I had the shrinking reagent and even then it was barely possible and took forever.
Other than that the game's really good and hope you keep going with it. (Seriously tone down the persistent reagents they're both too plentiful and mixing them makes it far FAR worse.)
Quite good, I'll follow this to see future updates for sure. On browser, my audio seemed to get increasingly crackly/corrupt as time went on. I also echo the desire of others for a pseudo-gallery in which we can view potion effects that we've previously seen. Even just a potion diary that lists the effect (gameplay) and effect (visual/TF) would be pretty nice. Hopeful for some additions of potion effect (visual/TF) to existing potions like the slimes. There are some minor gripes about balance but not anything you haven't already addressed in the rest of the comments.
could you maybe add a sandbox area so you can see what potions do and be able to change the size of the witches
This game is very very fun. Would be fun even without the NSFW aspect to it but it's great either way. I do get some compatibility issues in Win11, though, if I download the game I just get a black screen with some sound. If I play the game in the browser it works but the sound gets worse over time almost as if the sound is stacking or something? strange. I'd love to play a more fleshed out version of this, though, it truly is great!