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Alchemic

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TimestampSince previousGameAlchemic's comment
Oct 4 17:56:00 Hope Falters ♥ 2 Amazing work as usual! I love the music and overall vibe, it's all very cohesive and I found myself very immersed. I really like the difficulty progression. Theseus was a great finale! I didn't get stuck on it was much as some of the other levels, but being able to exercise my mastery over the mechanics felt great. I made a strange level that breaks certain assumptions, but it seems to work okay: ``` Tea and Pie Stew,Fae .MANLY...CAFE.| ...TEA..AND...| .SHOW....PIE..| ..............* ``` Really enjoyed playing everyone else's custom levels! I'll have to come back in a while to see if any more get made.
Oct 20 17:40:48 383h 44m Checkout Champion: Bagging Edition ♥ 1 Very cute characters! I liked the opening cutscene.
Oct 20 17:55:30 14m 42s Capsuled! ♥ 0 The vibes in this are insane! Very cool artwork and environments. I really wanted to see more of it!
Oct 20 18:50:22 54m 52s Witch Contractor 2 ♥ 1 Oh wow! I remember playing the first Witch Contractor! Very cool to see a sequel. I really like the tile collapsing mechanic. Having the camera show the whole level before zooming in is a really cool idea. I enjoyed planning out my route to the magic circle.
Oct 20 19:23:27 33m 05s Six Seats Left ♥ 1 Surprisingly moving! I think sometimes I didn't really have enough information to make a proper decision. It's like, a doctor? Easy decision. Just some impatient guy? Idk. He could be an even better doctor for all I know. Could be more meaningful if you could ask them more questions, and sort of do a bit of detective work to make a decision. Still, it was very cool to see the story sort of play out based on who you chose. The dialogs and the conclusion narratives were nice to read, and well written considering how concise they needed to be.
Oct 20 19:45:12 21m 45s Ribbon 2 ♥ 1 Very cute. The mechanics were kinda basic, I feel like the ribbon customization didn't really have a strong impact. But it was still fun to bounce around and stuff. The secret ribbon is cool to find. I would have liked to see more mechanics centered around entering/exiting the ribbon.
Oct 20 21:35:38 1h 50m wild maid ♥ 2 This game is *clean*! Super cute, I love the artwork! Very fun to play, very polished. I love the concept of taking a simple card game and just stacking mechanics onto it. The chaos was great. I didn't have a lot of time, but here's a quick sketch for ya: charrenderpng.png
Oct 21 05:14:17 7h 38m Sea Kelp Tower ♥ 1 Excellent as usual. This is quite a bit more difficult than your previous entries! The level design is great, the difficulty curve feels just right. I absolutely love how the yellow kelp really stands out from the terrain. All of the spritework is top notch.
Oct 21 07:21:02 2h 06m Packing for Dracobeach: the Limited Space Conundrum ♥ 2 Hey, sorry to see you didn't get a lot of ratings. This game is VERY GOOD. I played this with my wife, in a head-to-head format. We didn't change the rules, we both printed out a sheet and played solo, and then compared our scores at the end (93 and 113 btw). Firstly: The presentation is EXCELLENT. The judicious usage of vibrant colors and solid black lines made the prints come out looking phenomenal. Seriously, this feels very professionally designed. I love the cute artwork! The rules are well-written, and for the most part, everything is super clear and unambiguous. There are just a few places I'd improve things for clarity: - We didn't read the scoring section until after we were done playing. We missed the line, "Touching means all eight squares around an item," and we had assumed "touching" to mean only the 4 spots directly adjacent to the item. I would clarify the meaning of "touching" much earlier in the rules. - The exact ordering of when to use cavern abilities vs item bonus effects is a little confusing. I would make 2 changes here: A) move the "gaining the item's bonus effects" section to follow the "fitting an item" section, since I believe this is logically when it occurs during the turn, and B) I would have liked a clearly numbered sequence of actions to perform on each day, ideally on the first page. Copying this numbered sequence onto the player sheet would also help remember exactly what to do. - I think the cavern abilities sections on pages 3 and 4 could be condensed into just one page. This would be good to use as a reference sheet while playing the game without having to flip back and forth (we printed double-sided). The newly empty space on page 4 could be used solely for examples and further clarifications. - I would clarify the phrasing around "temp die", since that makes them seem different from "non-temp" die. I would focus on the word "motivate" for this. You could say that at the start of each day, you automatically "motivate 3 dragons", and then instead of saying "roll a temp die", you could say "motivate a dragon" or simply "motivate". - Because the "player sheet" and the "cavern board" are two pages in the same PDF file, we printed them double-sided on accident, so we had to print some extras when we read how they were used. I would split these into two separate PDFs, to make it clear how to print them. Now, regarding the actual gameplay: This is a very fun "dice placement" game. Having played many similar games before, it still managed to give me a unique experience. - The "add or subtract 1 to any unspent die" maana ability needs to be described in the actual rules, not only on the player sheet. I don't know how, but we both missed it entirely. The elemental scoring rules are similarly missing from the rules, although at least for those the rulebook does point you towards the cavern board. - The potion icon is a little hard to draw, it ends up looking like a weird burrito or pencil eraser. 2+ player variant idea: - Ideally, each player would be given differently colored dice. - At game start, roll for first player, they get a token. After each day, the "first player" token rotates clockwise. - At day start, all players roll their dice. Starting with the first player, take turns placing a single die (or pass). - Instead of placing dice on the cavern die slot, the dice are placed on the item they were used for. As with the current rules, each player may still only use one die per cavern in a day, but multiple players can all visit the same cavern. - For 1 or 2 players, each cavern item can only hold a single die, for 3 or 4 players items can hold 2 die. Overall this was a very nice friday night board game experience. Seriously, the quality is insane. We enjoyed this much more than many of the mass produced board games in our collection. EXCEPTIONAL. VERY CUTE!!
Oct 21 19:04:56 11h 43m Packrat ♥ 2 Really cool idea! I love shop sim type games. I like the art style and overall vibes. It got a bit easy towards the end, mostly because there's no real penalties or time limits or anything, so you can kinda just spam next day and random fill orders. But trying to actually make a "good" bag was a fun mechanic, and getting a big payoff customer was worth it. Overall pretty solid. I see that icon.svg though!
Oct 21 19:40:31 35m 35s Tiny Rogue Rumble ♥ 0 This is a pretty solid game! Feels very feature complete, although the UI is honestly a bit unintuitive. Once I figured it all out though, it was a real fun experience. I like the style and vibes. I also greatly appreciate how you can move freely when combat is over. I had fun!
Oct 21 20:11:55 31m 24s A Bit Too Hot ♥ 2 I really wanted to like this game because of the fantastic artwork, but honestly the gameplay is pretty rough... As already suggested, the cursor dragging mechanic needs to be fixed, and should probably lock the screen while dragging and make it limited in some way. The level design is also a bit too sprawling and maze-like, condensing it would help a lot. I like the fountain area but I missed it entirely, I only know about it because I saw someone else play. I can tell y'all put in the effort! I'll be looking forward to what you create next time!
Oct 21 20:44:15 32m 20s Clockwork Tower ♥ 2 YO congratulations on the scores! I really wanted to rate this but I messed up and ran out of time ;_; This game is absolutely fantastic. Extremely well-deserved mood score. I would love to explore more of this world. I'm getting very Myst and Outer Wilds vibes and I love it. Honestly one of favorite LD games I've ever played.