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The witches don't seem to appear both on the webversion and the downloadable one for me

oh that's real bizarre, can you give me some system info?

(+1)(-7)

this game is genuinely rubbish which sucks because the art and premise is great

(+3)

I've been absolutely addicted to this game for a month or two now, it's been a blast and I've admittedly spent all-nighters trying to get the best score I can get and experimenting with all the kinds of potions and builds you can use.

Thanks to one of the recent posts from the madlad hidd1212 I was able to use their guide and tierlist on potions to blast my previous highscore and got 115 in the downloadable version of the game. (I think? I had to do some maths to calculate the score due to how I lost the game from a bug, I started the round with 1190 allure, if you minus the 30 you start the game with and divide by 10 (the allure you gain per match), 1160/10 gives you 116, and since I never completed the round you get 115)

Since for some reason I was sleeping on carnal potions despite their massive lategame usefulness, I could never get past round 50 until I tried out a remix of the potion build in their guide. So if they do read this absolute massive thanks for the tips, you gave me some very good insight into making some banger builds! Unfortunately I lost the run due to the beakers glitching out and the brewing times and allure going negative softlocking the run.

It's only fair that since I got some good tips from the community I should try and give some back, so here's a little info of how I got my score, but I do recommend to find the post they made since it gives you what I believe to be a really good rundown on getting good matches so i'll just be adding onto it.

Firstly, my build consisted of

  • 5x lvl5 Accel
  • 6x lvl5 Carnal
  • 3x lvl5 Expansion
  • 5x lvl3 Charm
  • 8x Cowbell

Charm potions work as a excellent early game snowballer, as long as you have atleast 3 of them even if they're lvl1's you can quickly blitz through majority of early game and even midgame due to the low allure health you have. I chose to keep them at lvl3 because getting more charm potions scales up their allure much faster than have one high level one. In retrospect however you could get away with having higher level charms to further increase your snowballing but charms are very awesome due to the only setup you really need is having a few of them to consistently roll them. Of course they aren't perfect however, if you have a high level allure potion early on they struggle to keep up with the instant 16/32 liquid allure it can give you early game, as well as the fact if you don't have a constant flow of them throughout a match you won't get a good snowball effect and will overall be weaker than allure potions. Though midgame they become much better due to the fact matches usually take long enough to allow charms to become the faster allure generator of choice and are the go to choices if you ever choose to go without many accel potions.

Of course sometimes you might get incredibly unlucky with your upgrades and may never come across a potion you're looking for, so what should you focus on upgrading before getting the different kinds of potions you want?

  • In the very first round, you should upgrade your two lvl1 accel potions into lvl2. This drastically helps with getting potions cast fast enough to focus on upgrading other potions.
  • Afterwards, you should focus on upgrading your lvl3 and a lvl2 allure potion to lvl5. One of the main killers early game is charm builds due to your low allure per cast which allows them to easily snowball into a unwinnable situation. Each upgrade doubles the amount of allure per potion so upgrading your highest lvl allure potions provides the highest increase in allue. Once you get a potion to lvl5 you can start upgrading another allure potion, but if you're struggling to win matches duplicating your lvl5 potion is a alternative option though unrecommended for late game. You will eventually want to replace all your allure potions as they are your weakest starting potions, and duplicating them will make this process much harder. So taking the time to upgrade your existing potions helps with late game potion setup.
  • Once you have your allure situation sorted, you can start upgrading your accel potions to lvl5. You can choose to duplicate them once they reach lvl5 before or after the next step since either is perfectly fine and I do both.
  • When you're comfortable with the amount of accel potions you have, upgrade your two expansion potions to lvl5. They are extremely useful for backfiring your opponent and is one of the easiest ways of preventing your opponent from playing any casts, and they're very useful for a trick I will mention near the end of this post.

For all of my runs I usually try to have at the minimum 5 accel potions in my build. Being able to cast your potion is hands down the most important thing in the game and you never want to be struggling to roll accel potions when you really need them. Its much better to not need an accel potion than need one and not have it. Being able to quickly and reliably chuck in two lvl5 accel potions when your opponent starts rapidly increasing the size of your concoctions was one of the main saving graces I had, plus it works really good in tandem with carnal (due to the added brew time), charm (due to casts increasing the allure they give), and virile (for quickly stacking eggplants). It also protects you from the many builds that increase your brew time such as ice slime and viscous potions. So you can absolutely positively never go wrong with having a lot of accel potions, and remember that if you decide to have a lot of potions get yourself more accel potions to keep their ratio up in your inventory! Having them be around a third of your total potion lineup is pretty satisfactory for high accel builds.

Despite the guide, I opted to not use any mesmerizing, corruption or compression potions in my build. Not that they're not good, they are very good safety nets and passive allure gain but here's my take on them. mesmerizing potions lose their usefulness late game due to the high allure health you have. At some stage I was starting with over 1000 allure health and slowly letting mesmerizing potions backfire your opponent is a safe but VERY LENGTHY process. Hopefully at some stage you should have a few carnal potions you can use instead, since compared to allure potion's maximum of 32 allure in liquid form and the 1 allure each spiral causes, carnal can dish out a mind numbing 243 allure in liquid form which is absolutely insane and worth the brewing time cost of adding them. Not having any mesmerizing potions also allowed me to hit opponents with liquid carnal much earlier in the game, and since I had a lot less potion variance and didn't dedicate myself to stacking spirals I could get a good allure lead much earlier into every match.

As for corruption and compression potions, I could afford to not use any due to how my build worked. At the start of a match I would usually get around 3-4 cowbells in a row, so I would throw those in and quickly get 2 accel potions to cast them to clog up the opponent which is helped by the fact cowbells are single use which greatly increases your chance at rolling your other potions. Sometimes based on luck I could get a liquid carnal into the first cast aswell giving me a 200+ allure lead right of the bat, and if I was luckier I could hit them with a expansion or even liquid expansion to backfire them for majority of the game. Cowbells take a little bit of time to get into circulation of the enemy's potions but once they do the enemy has immense trouble getting any dangerous casts out, even in late game when their accel potions are lvl5. None of the enemy's builds were ever fast acting enough for me to worry about getting compression or corruption, except one which was other cowbell builds. But following my high accel potion build it was very easy to overcome a large amount bovine potion clogging, even if I had around 5 in my inventory the ratio of accel potions gave me enough breathing room to overcome them, not without caution though since cowbell builds are easily the most dangerous enemy builds you can come across as they can make playing any of your potions virtually impossible if you let bovine potions get out of control. Though having a larger inventory of potions helps soften the blow of cowbells, since the more potions you have you'll be less likely to get hit with multiple bovine potions in a row.

Before this run I had, getting clogged with eggplants and spirals was my number 1 reason for losing, but in this run I found what admittedly is a pretty gnarly abuse of a bug to help you survive what are usually infinite backfires! You will need some lvl5 expansion potions for this however.

  • If at any point your beaker gets clogged with eggplants or spirals and causes infinite backfires, spam the hell out of expansion potions and force them to backfire on yourself. If you can get them big enough they will glitch out of the invisible barriers that keep concoctions in your beaker and completely CLEAR your beaker of any inert concoctions. Sometimes you can even glitch them into your opponents beaker and force them to backfire aswell. Once you've cleared your beaker all you need to do is use accel potions (or bovine potions if you get hit with cowbells) until your expansion wears off since accels don't negatively impact you when backfired. This actually saved my run twice after getting hit by some really quick lvl5 mesmerizing potions deep into lategame.

While the obvious solution to this is preventing this from ever happening with corruption or compression potions, you may sometimes get hit with a lot of inert concoctions at once. Lategame enemy's get majority of their potions upgraded and if they're quick can easily get a couple lvl5 mesmerizing or bulging potions casted if you're slow to the draw. This can usually overwhelm you in one instance and doesn't give you enough time to corrupt or compress them, so it does help in those instances where you think the run is gone due to not having anything to do. Keep in mind this is probably bug abuse and if the game does get updated I wouldn't be surprised if this gets patched or negated in some way, but who knows.

That's really all I can think off for the time being tip wise, hope this helps a few of you fine gentlemen get some awesome runs since getting a super good build and blasting your way into the high rounds is super fun. Thank you rufia for making a awesome and addicting game and if you decide to update the game i'll be here getting myself more addicted.

(+1)

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?

(+2)

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.

(+2)

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. 

(+1)

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.

(+2)

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.

(+1)

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.

(+2)

Corruption elixir is the hard counter to spiral/eggplant: you can erase spirals by corrupting them. 

(+2)

Great game concept, adding the ability to customize the looks of your witch would be a fantastic addition imo

(+3)

Cant wait for the next update! keep up the good work

(+1)

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.

(+1)

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

(+3)

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

(+1)

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.

(+5)

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^

(1 edit) (+4)

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.)

(+2)

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.

(+4)

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?

(+1)

Does or will this have sex scenes?

(+4)

not currently

not opposed to the idea in future, but I don't really consider it a priority. my focus is on erotic stuff that coincides with the gameplay

(3 edits) (+1)

Seems to be majorly unstable. I’ve only gotten it to run once. Every other time, the window either doesn’t appear at all, I get stuck on a solid grey screen with sound, it never goes past the Godot logo, or it crashes on the godot logo.

EDIT: So, I watched this in Process Monitor, and when it fails to load, it’s constantly opening “Potions and Polycules.pck”, reading 512 bytes at offset 202,237,062, 4,096 bytes at 384,490,080, 202,236,720, and 384,493,728, and closing it, followed by failed attempts to open \scripts\particles\bubble_particle.gdc.import, over and over again.

At one point, it also wrote a lot to the log file, which led to me check it, and I found it full of this error:

ERROR: U_FILE_ACCESS_ERROR
   at: _spoof_check (modules/text_server_adv/text_server_adv.cpp:7144)

EDIT2: Ran it from the console with –verbose, and yeah, when it hangs, it’s constantly searching for that bubble_particle file.

Realistically, this means it probably shouldn’t have run that one time at all, so IDK.

EDIT3: Here’s the full log from that verbose run. https://0.0g.gg/?710cae9b593b66db#3AdRgwaWBqtoA6AB5op7eLvBCoATtaysa7K5zPDDii6f

(+2)

hmm, interesting

I'm afraid this is one of those 'works on my machine' type problems that're tricky to track down, so thankyou very much for the detailed bug report

I'm currently working on an update that, among other things, ports the project to the latest stable Godot release which with any luck should improve stability - but I will investigate if there's anything funky going on with the bubble particle prefab.

(+5)

It would be nice if you could customize the witch you play as instead of leaving it at random. Still, amazing game, been playing for hours and I can't stop!

(+2)

Super addicted to what little I can manage to play. Even if it takes me 30mins to get a handful in the polycule, I can't stop going back to try again! Sadly 70% of my runs end thanks to a crash. 

I particularly enjoyed the 'send to opponent' type effects. I'm a little iffy on the slime ones as they merge very easily and they don't tend to have any effect at the 6* potency since...they're supposed to take up cauldron space not sit in the infinite liquid state! Would recommend that they 'revert' to solid on cast, so that they go back into the cauldron instead of disappearing. At least for the ones that are meant to be thrown at the opponent. Would be a great way to make use of the opponent's liquid mechanic if you filled it up and the moment they cast they're hit with a wall of slime! Maybe a slime that cleans the opponent's slime on infusion but deals allure based on their slime potency at cast.
 

edit:Wow this ended up as a wall of text and a half! TLDR; Lots of troubleshooting to find out my pc is officially potato and to fix that would require gambling on bsod, and that's just to fix whatever the debugger wants not what the game demands.
 
I can only guess that my gpu is barely strong enough to play the game but only marginally and any performance humps means a crash. So essentially, I can only ask for better optimization if I want to actually play.


 
 
 
I found out exactly how outdated my pc is because of this game haha! All the debugging told me that I really really needed to update my graphics driver...only it took me a couple days of troubleshooting to find out that my pc has a manufacturer lock on it's drivers and they stopped supporting my pc years before even intel stopped as well. I found out I can 'unlock' it by reverting first and then using external programs/tools and make it update towards intel's drivers(which has a community that recently put out a new update), but that comes with the bsod risks, don't know if this game is worth bricking my computer...it's real close though~~! I also think the error code is the debugger failing and not what actually crashed the game since it won't stop trying to access debug files for drivers that don't want to be debugged and the community is only as helpful as 'ignore that as the developer'. It wasn't a waste of time though, I at least found some updates for other drivers that couldn't be found automatically by windows. In the process of all that I found out my calculator was corrupted...somehow, and it was the pebble in the cog stopping the 'final' windows update from going through, that took a full day of troubleshooting to fix. Managed to update everything as much as possible and cleaned up tons of clutter. So yay for a slightly faster pc experience...even if it had zero impact on my gaming experience. I can now use my browser at normal speeds even under slightly above average throughput! 
 
The problems I'm facing thus can't rely on the debug logs, and I'll just do it old school via guestimation!
 
During launch is most likely the more common performance issues. It's just my pc has potato gpu so frame drops during preloading become game breaking instead. Pretty sure what's crashing me on launch is the wavy texture plus the front heavy loading. When the wavy font moves around by going through the different menus it does a decent sized frame stutter. I can see it being a draw on the system through the tutorial with it's moving boxes of texts.
 
Then what crashes mid game seems to be a combination of different entity updates like honey blocks detecting if it hit another honey block but it'll crash if it checks at the wrong time. Game also really hates when I hold a potion whilst the opponent is casting, or hover descriptions, or hover over refresh. This one's usually ok early on but the more potions out the worse it becomes, and especially so the bigger the polycule count as if the cache is being filled with prior rounds. Maybe some potions or sprite transformations data aren't being erased?

 

I've found the honey block and sprials to be particularly heavy on my pc. There's also the milk transformation, but that depends on the sprite being effected for some reason. Some sprites really don't like the milk, like instant crash even on the first step of milkers. On that note some sprites improve my performance quite a bit so sometimes I reroll just for my witch to be one of them. Weirdly they can tank the effects well enough that would slow or even crash other ones.

Deleted 86 days ago
(+1)

huge respect for your troubleshooting skills 🙏

I'll see if I can use some of this information to optomise the game a lil further, but I won't lie - I don't really know how much of this I really have the power to fix

(+2)

 The troubleshooting was mostly just sifting through useless guides/Q&As. Also because every source on my pc's spec was vague about the graphics name/spec/gen, I still don't actually know since it's 1 of 3 very different ones and I just used the archived manufacturer files that encompassed the whole pc build. Though thank the heavens for some random guy who gave succinct cmd prompt lines which fixed dism/cbs before attempting to fix the pc.
 
The launch bug...not much since that's just potato intel graphics, but maybe add a persistent and more thorough settings menu. The game always opens at max resolution, and it'd be nice to be able to tone down the particle effects and animations like bubbles, spirals, and such. The reduced particle effect could just be a singular bubble that expands briefly before popping, lots of entities spawning and erasing is a breeding ground for some to become permanent if the process gets interrupted. The wavy text is probably the easiest to turn off, which I'm sure is why hover descriptions add so much strain. Don't know why hovering on the refresh does, maybe because of the little animation it does? Holding potions is more a physics problem which is...a huge ask to optimize to say it lightly! A more specific ask would be a 'clear effects' button in the pause menu, since sometimes a transformation is applied poorly and the game really struggles from after that. Which gets cleaned a bit after clearing the level, but there's a subtle change in the minimum strain from then on. The spirals only really become a problem because...they're kind of op and you're more likely to have at least half your pot filled with a dozen or more of them before you clear the level. So the shear quantity of spirals become a problem when they all individually spin.
 
Another optimization is to put all the transformations into a buffer zone. Like a 'combo' counter or something where it'll hold all the effects until after the potions settle down, then applies it either sequentially or at once depending on how the coding handles transformation. Though if you go that route, you'd also have to include an after battle break so that we can actually admire the sprite's transformations since it currently skips straight to the 'shop' menu upon winning. The shop is also a great point in time to clear up the cache a bit and should overall keep the performance in peak condition throughout a run. Stuff like double checking if all the potions and transformation have been cleared, as well as freeing up prior sprites from remaining cached since it'd be rare to get identical sprites. It'll add a loading time, but it'd also speed up the game.
 
I'm also going out on a limb and guessing that the honey block has extra/redundant checks since the other slime blocks don't crash my game. Honey will crash my game if it collides with something at heavy strain moments, even if it's not the honey block being dropped in.  Probably not much of a difference for others, but when you're already throttling the line even slight spikes become more obvious.

(+4)

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!

(14 edits) (+3)

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.

(+5)

Could you please add a save run button. It would be really nice to be able to resume your run

(+1)

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

(+3)

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?

(+2)

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 

(+3)

One of the most enjoyable adult games i've played, begging for it to get updated

(+2)

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?

(+2)

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.

(+2)

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...

(+5)

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.

(+1)

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

(2 edits) (+4)

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.

(1 edit) (+5)

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.

(1 edit) (+4)

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

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