I like this game a lot! A very cute little incremental. It has simple, but good graphics that work well with the gameplay/theme, and I especially like the maps for each area. I like the little assistants that you unlock, too! That really helped the slow grind of the high-HP reagents of the last few zones. The pacing is a bit all over the place, but the game is so short that it doesn't really matter imo. Very good regardless.
The mastery concept of upgrading the spells was fun, too! I like that there was a way to upgrade them aside from buying them, even if they were all various flavors of playing and waiting. It was always a pleasant surprise when they popped up.
Very Cosy! i kinda wish the potions had a little flavor text, to help the immersion. What i have seen in other games about potions is often an humorus oneliner like memory drought "i dont qute remeber the side effects.." or some lore " favorite with the scribes!".
in that way you can tell a story about the world your game is in :-)
I've got a few gripes on the assistant system though. First of all, the names really should be editable. The unknown color that may go completely against the name is a bit annoying. Also, since the locations tab is where I check my ingredient stock and as such, where I decide me and my assitants will go next, it'd be really useful if I didn't have to go to a different tab to assign the assitant's routes. A drag and drop feature would go hard. Also, more info on how many ingredients I should be expecting gathered should be given for each assistant.
More automisation should also, even if not given immediately, be had. Stuff such as auto-rituals and location sorting based on lowest material stocks (This one escpecially. Probably even a thing that is given immediately. I know I would have loved it). Otherwise, to maximise efficiency (a thing my mind is cursed to do), it require quite a bit of checking between different tabs, carefully checking prices, stocks, and assistant routes. All that stuff taking up a bunch of my time, when the most fun part is definitely blowing up some fields.
A bit less important but when fulfilling an order, the next order shown should be the one directly below that one, not the one at the top. Also it seems that when spending money in different tabs, the exclamation for each tab does not update. e.g: I have 300 gold, and one of the least expensive spell upgrade is 210g, but instead I buy my third assisstant. The spell tab exclamation mark does not go away, as it should because I would then be entirely broke.
Additionnally, now this is quite specific, but the lingering touch passive doesn't specify the current amount of days added, unlike the rest of the passives that specify their current bonus. Also, the order of ritual effects should follow the order of rituals in the ritual tab for ease of recasting.
Oh and maybe remove the brew time in the potion tab. It smells of a cut feature that wasn't entirely scrubbed. Also, I got a new level after the game ended... and it gave me 'new' potions? Seems a bit weird, especially if one of the previous comments of regiving potions is true, since I was meant to have already unlocked everything. Should give a message like 'Nothing to see here' instead
A bit saddening that the middle was so orginization intensive, leaving me feel a bit like I was doing a chore so I could finally get to the fun part, but the end where I was God of Destruction, lush in my spoils of war and destroying fields with explosions, lightining and floating orbs was pretty fun.
deep into the game and the art is great! however since i got so many upgrades, its hard to get the clicking mastery. maybe a feature to turn on and off things?
GREAT GAME!! Only thing that i dislike is that there are no caps to levels and upgrades of most things, and in the case of passives where there are they feel extremely underwhelming, but had a lot of fun getting to the end!!!
I guess I may not be the most prolific incremental enjoyer, but I do like them very much. And I did like this game very much - how it felt and how it looked. What I don't understand why some people complains about too much clicking in a game like this. Clicking is what I personally expect of this type of game and it's the work that must be done for a reward to feel satisfying, at least in my opinion. I hope I will have the time to come back to this game again and continue it.
This was really fun! My only complaint is that I can’t name an assistant unseen. Particularly when I named them after one of my assistants and they’re completely the wrong color. LOL.
Is there a way to edit their names once you’ve named them?
Too much clicking early game for my tastes, but pretty quickly you can stop doing it. Though that will block some late game unlocks.
Way too much explanation for my tastes as well.
The second additional spell is basically a worse version of the first. Maybe swap it with bomb and/or make it more interesting.
Kind of peters out in the late game and I lost interest before finishing everything.
I probably would find it cooler if it weren't based on these sort of sessions you finish, and instead you could travel between zones by clicking the roads and ladders and such, and you could look at the orders and such any time. Maybe the zones could be unlocked by potions that are unlocked by prestige levels, rather than the prestige levels themselves, with some implied story that you need that potion to overcome some obstacle to travelling there.
Also, I couldn't help but notice each character has a little blurb but it has nothing to do whatsoever with what potions they ask for, even though it sounds like it should.
I dont really like it, i dont understand the point of making the plants get more hp as you play, i just end up getting weaker and weaker, i start out taking a few clicks per plant then as i progress it becomes 4-5 then 9 clicks.... makes the game less fun no thanks, it should be the opposite, start off taking lots of clicks then you get stronger and it takes less clicks
If you'd bothered to pay attention to the tutorial messages, you'd understand that what you're asking for is already exactly how it works. Upgrading spells, acquiring assistants, performing rituals, and purchasing passives all contribute to how swiftly you can clear a field. By endgame, you can absolutely destroy even the final field in a matter of seconds.
bad attitude for dev against someone who gave their honest feedback, better for you and the community if you can have constructive conversation instead of lashing out
there was no misinformation, i described my experience with the game, sorry if you cant handle truth bombs, but in the end its best for you to hear and deal with, youre welcome i have helped you
The only thing you've done is waste your own time, sweetie - again, I'm not the dev. Just another player pointing out misinformation.
Going to go ahead and stop here - I can't tell if you're trolling, or genuinely arguing in bad faith, and I'm not interested in continuing to engage either way. Good luck with reading comprehension.
Autoclickers work fine, but you have to move the mouse at least a little bit between each click - I got it working by just drifting slow and lazy over each flower while it was engaged. Probably a quirk of the game engine. (After a certain point, autoclickers are pointless, though - you'll know it when you get there.)
Hi! this game s so cute and wonderous, I was just curious as I haven't progressed far, for my assistant, does he give me ingredients passively or just help as an extra attacker when i go to the same map? if he does give separately when do i get the resources back from him?
Managed to get all potions above 60 whilst having all passives at 100+ :) and fulfilling all requests. Idk why my brain was like this is the goal - but yeah haha. Is there an ending to the game? And are there caps to things (i.e. upgrades / levels / prestiges / stack limits for passives) et
Cool game, the music is beautiful, artwork too and the gameplay is simple but good, i would see this game on mobile doing really good. The different worlds to explore as well are amazing. many powerups. really cool!
Dude first of all I would like to say thank you for this game. When new assistant options opened I gave my cat's name to first assistant and then I saw that it's a cat... you made my day! Amazing game.
few notes.
It gave me some slow paced vibes because of the damage I guess. We can see all materials at the same time. What do you think? Prestige (the real one :) ) can be added Maybe auto potion generator. But can't be sure about algorithm.
Thank you so much! I thought about adding auto-generation towards the end, but it felt like it was just overcomplicating everything, so as of now, I just have a definitive end point. Glad you enjoyed it!
It starts off pretty boring. Maybe introduce rituals a little earlier?
The only mastery I have left is for clicking, but now I'm at the point where none of the levels last long enough for many clicks, and I don't like clicking.
It was tough to get the pacing right on this one - I started the whole game without clicking (because I don't like it either), but the game just didn't work as well...
Yes, however many people doesn't know click based games natively works with webgl. So I always give it a try. Honestly if you made the UI sliders a bit bigger and the dialogue clickable it would work 👍
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I thought it was another potion-making game, but I didn't think it would be so addictive! Super, I really liked it!
I like this game a lot! A very cute little incremental. It has simple, but good graphics that work well with the gameplay/theme, and I especially like the maps for each area. I like the little assistants that you unlock, too! That really helped the slow grind of the high-HP reagents of the last few zones. The pacing is a bit all over the place, but the game is so short that it doesn't really matter imo. Very good regardless.
The mastery concept of upgrading the spells was fun, too! I like that there was a way to upgrade them aside from buying them, even if they were all various flavors of playing and waiting. It was always a pleasant surprise when they popped up.
Thanks for sharing!
Thanks for playing!
Very Cosy! i kinda wish the potions had a little flavor text, to help the immersion. What i have seen in other games about potions is often an humorus oneliner like memory drought "i dont qute remeber the side effects.." or some lore " favorite with the scribes!".
in that way you can tell a story about the world your game is in :-)
Cool game!
I've got a few gripes on the assistant system though. First of all, the names really should be editable. The unknown color that may go completely against the name is a bit annoying. Also, since the locations tab is where I check my ingredient stock and as such, where I decide me and my assitants will go next, it'd be really useful if I didn't have to go to a different tab to assign the assitant's routes. A drag and drop feature would go hard. Also, more info on how many ingredients I should be expecting gathered should be given for each assistant.
More automisation should also, even if not given immediately, be had. Stuff such as auto-rituals and location sorting based on lowest material stocks (This one escpecially. Probably even a thing that is given immediately. I know I would have loved it). Otherwise, to maximise efficiency (a thing my mind is cursed to do), it require quite a bit of checking between different tabs, carefully checking prices, stocks, and assistant routes. All that stuff taking up a bunch of my time, when the most fun part is definitely blowing up some fields.
A bit less important but when fulfilling an order, the next order shown should be the one directly below that one, not the one at the top. Also it seems that when spending money in different tabs, the exclamation for each tab does not update. e.g: I have 300 gold, and one of the least expensive spell upgrade is 210g, but instead I buy my third assisstant. The spell tab exclamation mark does not go away, as it should because I would then be entirely broke.
Additionnally, now this is quite specific, but the lingering touch passive doesn't specify the current amount of days added, unlike the rest of the passives that specify their current bonus. Also, the order of ritual effects should follow the order of rituals in the ritual tab for ease of recasting.
Oh and maybe remove the brew time in the potion tab. It smells of a cut feature that wasn't entirely scrubbed. Also, I got a new level after the game ended... and it gave me 'new' potions? Seems a bit weird, especially if one of the previous comments of regiving potions is true, since I was meant to have already unlocked everything. Should give a message like 'Nothing to see here' instead
A bit saddening that the middle was so orginization intensive, leaving me feel a bit like I was doing a chore so I could finally get to the fun part, but the end where I was God of Destruction, lush in my spoils of war and destroying fields with explosions, lightining and floating orbs was pretty fun.
Thanks so much for the feedback!
هل هي آمنة؟
deep into the game and the art is great!
however since i got so many upgrades, its hard to get the clicking mastery. maybe a feature to turn on and off things?
omg this game is so addictive, i played for liek 2 hours straight and almost got carpal tunnel
progress wont save for me no matter what it try.. fun game though
Hmm - is your browser cache being deleted by chance (or do you have anything that would stop it from being saved?)
Pleasant game - none of the potions seems to require ingredients from paradise island though???
I may have missed one exception but those seem under-used, almost like there were going to be more potions and rituals that weren't ultimately added.
Thanks! Paradise Island can spawn any of the previous materials, so there are no new ones.
A bit mispaced grind at the start but it get's more linear after you reach the Bloodrose dunes.
Thank you!
Charming little game, but the game starts telling me I unlocked certain recipes that I already unlocked earlier on.
GREAT GAME!! Only thing that i dislike is that there are no caps to levels and upgrades of most things, and in the case of passives where there are they feel extremely underwhelming, but had a lot of fun getting to the end!!!
Fun to play, nice pixel art, a bit too much clicking in the early stages but later on super cozy!
Thank you!
I guess I may not be the most prolific incremental enjoyer, but I do like them very much. And I did like this game very much - how it felt and how it looked. What I don't understand why some people complains about too much clicking in a game like this. Clicking is what I personally expect of this type of game and it's the work that must be done for a reward to feel satisfying, at least in my opinion. I hope I will have the time to come back to this game again and continue it.
Honestly, the clicking was a feature I added at the end of development. No matter how hard I tried, the game didn’t work without it.
This was really fun! My only complaint is that I can’t name an assistant unseen. Particularly when I named them after one of my assistants and they’re completely the wrong color. LOL.
Is there a way to edit their names once you’ve named them?
Cute.
Too much clicking early game for my tastes, but pretty quickly you can stop doing it. Though that will block some late game unlocks.
Way too much explanation for my tastes as well.
The second additional spell is basically a worse version of the first. Maybe swap it with bomb and/or make it more interesting.
Kind of peters out in the late game and I lost interest before finishing everything.
I probably would find it cooler if it weren't based on these sort of sessions you finish, and instead you could travel between zones by clicking the roads and ladders and such, and you could look at the orders and such any time. Maybe the zones could be unlocked by potions that are unlocked by prestige levels, rather than the prestige levels themselves, with some implied story that you need that potion to overcome some obstacle to travelling there.
Also, I couldn't help but notice each character has a little blurb but it has nothing to do whatsoever with what potions they ask for, even though it sounds like it should.
Thanks so much for the feedback!
This was brilliant, thank you for making it.
Thank you!
I dont really like it, i dont understand the point of making the plants get more hp as you play, i just end up getting weaker and weaker, i start out taking a few clicks per plant then as i progress it becomes 4-5 then 9 clicks.... makes the game less fun no thanks, it should be the opposite, start off taking lots of clicks then you get stronger and it takes less clicks
If you'd bothered to pay attention to the tutorial messages, you'd understand that what you're asking for is already exactly how it works. Upgrading spells, acquiring assistants, performing rituals, and purchasing passives all contribute to how swiftly you can clear a field. By endgame, you can absolutely destroy even the final field in a matter of seconds.
bad attitude for dev against someone who gave their honest feedback, better for you and the community if you can have constructive conversation instead of lashing out
One: misinformation is not constructive criticism. What you're complaining about not only isn't an issue, the game itself explains how it works.
Two: I'm not the dev. :P
there was no misinformation, i described my experience with the game, sorry if you cant handle truth bombs, but in the end its best for you to hear and deal with, youre welcome i have helped you
The only thing you've done is waste your own time, sweetie - again, I'm not the dev. Just another player pointing out misinformation.
Going to go ahead and stop here - I can't tell if you're trolling, or genuinely arguing in bad faith, and I'm not interested in continuing to engage either way. Good luck with reading comprehension.
please don't block autoclickers when making this type of game. there's no reason for it. this is single player, no one is losing.
It’s not intentional - that might be a gamemaker thing, to be honest.
UPDATE - confirmed. Try setting your mouse delay slower and see if that works.
interesting, thanks!
Autoclickers work fine, but you have to move the mouse at least a little bit between each click - I got it working by just drifting slow and lazy over each flower while it was engaged. Probably a quirk of the game engine. (After a certain point, autoclickers are pointless, though - you'll know it when you get there.)
OH MY GOSH!!!!!!!!!!!!! SO CUTE!!!! I rate it 9.99/10 GOOD GAME!!!! 🐼❤️
Thank you!
Hi! this game s so cute and wonderous, I was just curious as I haven't progressed far, for my assistant, does he give me ingredients passively or just help as an extra attacker when i go to the same map? if he does give separately when do i get the resources back from him?
NVM i figured it out!
Managed to get all potions above 60 whilst having all passives at 100+ :) and fulfilling all requests. Idk why my brain was like this is the goal - but yeah haha. Is there an ending to the game? And are there caps to things (i.e. upgrades / levels / prestiges / stack limits for passives) et
Glad you enjoyed it! The “ending” is currently just unlocking everything, but there are no limits to the spell upgrades/prestige levels.
Cool game, the music is beautiful, artwork too and the gameplay is simple but good, i would see this game on mobile doing really good. The different worlds to explore as well are amazing. many powerups. really cool!
Thank you!
Hey, first of all I really like the game, very cozy and relaxing.
I was wondering but I can't access rituals at all the game keeps crashing everytime i try to go on this page
Thank you! That's strange, though - what Prestige level are you? I can't seem to replicate this one...
I'm actually prestige 8, this message pops up when it happens:
ERROR in action number 1
of Step Event0 for object o_ritual_screen:
Variable o_ritual_screen.hover_id(102652, -2147483648) not set before reading it.
at gml_Object_o_ritual_screen_Step_0
############################################################################################
gml_Object_o_ritual_screen_Step_0 (line -1)
I just posted a hotfix that should hopefully fix that.
The cats were heartwarming, thank you, and props to the maker
Dude first of all I would like to say thank you for this game. When new assistant options opened I gave my cat's name to first assistant and then I saw that it's a cat... you made my day! Amazing game.
few notes.
It gave me some slow paced vibes because of the damage I guess.
We can see all materials at the same time. What do you think?
Prestige (the real one :) ) can be added
Maybe auto potion generator. But can't be sure about algorithm.
Overall this is an amazing game! Very nice
Thank you so much! I thought about adding auto-generation towards the end, but it felt like it was just overcomplicating everything, so as of now, I just have a definitive end point. Glad you enjoyed it!
It was very fun but it crashed when activating "show notification on material for harvesting on this potion"
Thank you! That will be fixed in the HTML version shortly :)
A little gameplay, a little critique ;)
Fun little game. Took about an hour or so to beat and had good scaling. Well done!
Thank you!
It starts off pretty boring. Maybe introduce rituals a little earlier?
The only mastery I have left is for clicking, but now I'm at the point where none of the levels last long enough for many clicks, and I don't like clicking.
It was tough to get the pacing right on this one - I started the whole game without clicking (because I don't like it either), but the game just didn't work as well...
Very nice, I couldn't get too far because it doesn't entirely work on mobile but it almost could. I'll come back to this later.
Thank you! That makes sense as it wasn't really developed to work on mobile :)
Yes, however many people doesn't know click based games natively works with webgl. So I always give it a try. Honestly if you made the UI sliders a bit bigger and the dialogue clickable it would work 👍