Goblin Alchemist by James Dunlap
Description
You heard the woods were dangerous, but you never imagined you'd find yourself in this situation. You are an amateur alchemist, and you came prepared with your most powerful spell-- the stasis infusion loop. You are confined within the safety of your loop by the malevolent ghoul stalking the woods outside. Not entirely out of options, you consider finding ingredients outside of the loop to work towards a solution to banish the ghost and break free of his grasp.
Controls
WASD - Movement (alternatively, AZERTY keybinds are supported)
Space - Pick up item
I- Inventory
C- Crafting menu (only accessible in the loop)
Crafting menu can hold up to 3 items, be sure to use that to your advantage!
Contributors
James- Coding
Anthony- Game Design, AI, sfx
Oliver- Music, sfx
Cameron- Graphics, sfx
Screenshot s




Builds
We are supplying Win64, MacOS, Linux, and WebGL builds. Please be aware that we have only tested the Win64 and WebGL builds.
Ratings
| Overall | 784th | 3.5⭐ | 37🧑⚖️ |
| Fun | 1059th | 3.114⭐ | 37🧑⚖️ |
| Innovation | 908th | 3.243⭐ | 37🧑⚖️ |
| Theme | 1305th | 3.029⭐ | 37🧑⚖️ |
| Graphics | 1115th | 3.208⭐ | 38🧑⚖️ |
| Audio | 737th | 3.219⭐ | 34🧑⚖️ |
| Mood | 1037th | 3.171⭐ | 37🧑⚖️ |
| Given | 37🗳️ | 53🗨️ |
I enjoy making potions, but I kind of don't like the night because I can't see a thing. At least for me, darkness tends to just annoy me more then be any form of interesting.
Though i kept eating the ingredients by mistake
I like the abilities u get from potions.. this game has potential man
Fun game with nice graphics. To begin with the explanations on how to do the basic things were good but I lack feedback on what the potions do after drinking them. Also I never understood the goal.
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Good idea anyway and good job :)
I would have liked to have more of an incentive to venture outside, since I quickly understood I needed a couple of safety potions for excursions and could then mostly experiment in my loop. My suggestion would be to have rarer ingredients farther away from the loop, or even some necessary ingredients that only spawn in the ghoul's vicinity.
Dying was also slightly frustrating as your discoveries aren't persistent (but the other hand, aren't randomized either and stay the same between games).
Other than that little constructive criticism, I can't complain! This is the game I've spent the most time on by far, and I thoroughly enjoyed it!
**Well, I played this for a lot longer than I am willing to admit.** A great chunk of that time was me being dead-set on trying to get all of the three essences that, I assume, when combined would allow me to defeat the undead. Unfortunately, in both playthroughs I had gotten up to two of the essences, I ended up getting caught by the undead, and unfortunately, there's more games to be played. :bow:

Talking about the actual game, and speaking of the undead, I guess I didn't fully finish reading the description first-time. **When I saw it the first time in game, I got real spooked.** :ghost: From that moment on, the mood pretty much settled in, and I was always on my toes to make sure I didn't get caught my the thing, and trying my best to mix potions that would help me be faster and aid exploration. The night helped add some extra atmosphere, though I think some light emanating from the circle and the player would have helped make things a bit more readable.
**The crafting system was really in-depth and I liked experimenting combining the different items to see what I would get.** However, when there was only one or two combinations missing for an ingredient, it became a process of trial-and-error to know what I still hadn't used and what I hadn't used. Some sort of hint system suggesting which Y ingredients you hadn't combined with X yet on the crafting menu would have helped, as well as someway to track recipes that require combining multiple items (as was the case of the essences).
The graphics presentation of the game was really nice, and I really liked how visually descriptive the items were. Since I made more than one playthrough, I realized that the map was procedurally generated, and sometimes some items I required to make the missing potions/items were not at all close to the circle and I had to travel long distance to find what was missing. Even with the compass potion, I think some more variety of birds-eye view decorations would have helped a bit more with long-distance orientation, as it was frequent for me to end up getting lost anyway.
Other than, also though the music was pretty nice, and it fit both day/night variations respectively, and the distortion when the undead was close to you only helped contribute more for the mood. Any other criticisms have mostly been mentioned above, such as better potion feedback.
Thanks for the game, and I hope one of the future comments can properly celebrate having defeated the undead! If I get the chance, I will revisit after the jam. Cheers! :whale: