Aquanomicon by Briibot

Not again!
Dearest Witch has been found out by the towns as a witch, and thrown into the ocean once again. In this puzzle game, help her search through her spell book to find the potions required to survive at the bottom of the ocean.

Using the witch's trusty spellbook, find and decipher her recipes to make useful potions. Are there... cooking recipes thrown in here? If only she would take better care of her spell book...
Of course, to craft potions you'll need some ingredients. Collect fish, flowers, barnacles, coral, and whatever else you can get your hands on! The witch keeps pretty extensive notes on the ocean's wildlife, too.
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Using your Spellbook + Crafting Recipes
- Collect ingredients by clicking on them in the background to add them to your inventory - you can only hold eight at a time!
- Inventory items can be right-clicked to be thrown out
- On a recipe page, click the slot, then click the item in your inventory to add it to the recipe slot
- Recipes are order sensitive - be sure to check the recipe so you know which ingredient goes where
- Items will be consumed if they're put into a recipe slot they don't belong in!
- Ingredients will stay in their recipe even if you flip away - use this to store ingredients, even if you can't complete the recipe quite yet!
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Don't be too frustrated if you can't complete all of your potions on your first playthrough - Aquanomicon is developed to be played a few times as you work through the mystery that is the Witch's spellbook! We recommend a run without collecting any ingredients just to familiarize yourself with your spell book.
If you're still having difficulty, don't fret! We definitely made this game a little harder than intended.
Walkthrough Here!
Changelog: - Fixed a bug preventing some recipes from being craftable - Fixed a bug that caused the abyss to re-darken after using the Eye Exhaustion Enabler - Decreased descent speed, as original descent speed was causing an unintended difficulty hike
| Link | https://maricolours.itch.io/aquanomicon |
| Link | https://maricolours.itch.io/aquanomicon |
| Original URL | https://ldjam.com/events/ludum-dare/48/aquanomicon |
Ratings
| Overall | 840th | 3.556⭐ | 47🧑⚖️ |
| Fun | 1314th | 3.078⭐ | 47🧑⚖️ |
| Innovation | 174th | 3.967⭐ | 47🧑⚖️ |
| Theme | 406th | 4⭐ | 47🧑⚖️ |
| Graphics | 235th | 4.293⭐ | 48🧑⚖️ |
| Audio | 747th | 3.4⭐ | 47🧑⚖️ |
| Humor | 302th | 3.561⭐ | 43🧑⚖️ |
| Mood | 826th | 3.56⭐ | 44🧑⚖️ |
| Given | 43🗳️ | 64🗨️ |
The text is sometimes hard to read in the book though and it took me a while to realise that the recipe slot was selected and I need to click an item in my inventory next. A highlight that a slot in the book is selected would be a big help.
Also I didn't make it though all the way yet, but I plan to play it some more later. For now it is just too much reading (and too little coffee yet) for my taste :)
The idea was great, but it was a bit too much text for me and a bit hard to understand what ingredients to look for, but maybe this was intentional. After a few tries I managed to successfully complete some recepies :smiley:.
A very fun game after you understand it, good job.
@jes-draws Thank you so much for the kind review! To a certain extent, asking the player to take a couple of runs to figure out what they needed to do was an intended design choice, but I think we definitely missed the mark on overall difficulty on first release. We're looking at some possible ways to simplify/streamline it going forward!
@owinmowe Thanks so much!
@iorena You're supposed to be able to pick ingredients up by clicking on them with your cursor- As far as I can tell, it should be working, but we'll be sure to investigate for any potential issues!
@noskro Thank you for commenting! Yeah, I think we worried the game would be too straightforward without strewing the necessary information across multiple pages, but it could do with some playtesting. We'd also love to make the construction of recipes more straightforward as well.
@quite-good I'm glad you liked the concept! The requirements for the recipes are strict on the order you add things in, but I've also gone through and noticed a few are honestly not working as intended, so you may have run into one of those bugs. We're looking into fixing those as soon as possible!
@welby Thank you for taking the time to download it and check it out! I'm not sure at this point why the html wouldn't be working for some people but does for others, but we'll look into it. As for the game, the original design called for the player to fail a few runs while acquainting themselves with their spellbook and the recipes, but I don't think we struck the right balance on how difficult it is to complete.
@leon-regula I totally agree that drag-and-drop would work great! We only had the time to iterate on one mechanic for potion construction, but it's a very desirable alternative.
@heidelbert I'm so glad to hear you were able to get it working after sticking around! Thanks for giving it a shot.
@mololo Hey, you're right that we intended for there to be a bit of trial and error! I think some things, like the pacing of the descent, and the organization of the book could use some tweaking to be a bit more forgiving, but we definitely wanted to capture the feel of someone desperately flipping through a reference manual as though their life depended on it.
@realregi Thanks for trying it out! It's really strange that you were able to pick up other ingredients but not a third bag- I'm not able to replicate it at the moment, but we'll look into possible causes and see if there are any bugs we're missing.
@joe-z I've seen a lot of suggestions for streamlining the way you put ingredients in the book, and I think it's a good idea. There are definitely a couple ways we could make it easier and more intuitive, so I appreciate the feedback!
I love the style though; the music added some great atmosphere and the visuals are very nice.
@eugenik Thanks for playing!
@noahj Thanks for playing - we're so glad you enjoyed! The recipes are order-sensitive, which may have been the complication you were experiencing - an ingredient will be consumed if it's not right for the slot. After the jam is complete, we'll look into making the recipe system a little more forgiving, as this is a known issue contributing to complication. I've added a note making it a little more clear how the crafting system works on the Aquanomicon page, and we've added a walkthrough to make completion a little easier!
The art is good though - probably just me being dumb
I didn't catch that recipes were order sensitive until I read the comments, that does explain a lot of the difficulty. I did enjoy collecting ingredients and trying different things, but I really only ended up with 3 recipes found by the end of it. I will say that when you DO finish a recipe, it is *very* satisfying since you felt like you discovered it yourself, rather than just follow a list that's given to you.
There is a lot to take in in a short amount of time. You're scrambling to get recipes to work, but at the same time there's interesting text to read, and cool things in the background like the goblin shark. Even though it feels like a lot, it mostly ended up immersing me more into the game. Great job on the concept and making something cool out of it!
Side note: I'm always interested in game design blogs, what kind of topics do you plan to talk about in yours?
@peachtreeoath - Thanks so much for the thoughtful, in-depth comment! We really appreciate getting detailed feedback. Some limitations, such as the order-dependency in the spell book, were less intentional complications and more as a result of time limitations, but I absolutely agree that there should be more leniency to the recipes. We intended to make a difficult puzzle game with the intention of replaying required to reach a 'final' ending (using information you'd learned during the previous playthrough), but we realized pretty shortly after completion that we definitely did overshoot our intentions on the difficulty scale, especially with regards to making it evident what the player's goals are (to the point we decided to develop a walkthrough to help, lmao!) This taken into account, we're very glad to hear that you enjoyed the immersion!
As for a game development blog, we're still in the stages of making more of a devblog about current game development for MaricolouRs, but that's still in the works. As the artist on the team I currently have a blog [here](https://twitter.com/BriiLeaf) that I use to post current art projects, usually with relation to game development.
@iker-diaz - Thanks for playing, and we're glad you enjoyed the experience overall! Things like losing an ingredient when crafting and no pause during tutorial are absolutely things we have in mind with consideration to making the difficulty scaling less intense once the Jam is past.
@emily-pitcher - Thanks for playing! I'm glad to hear you enjoyed the aesthetic and the spellbook - we put a lot of thought into how it was going to be set up, and while it was intended to be a puzzle, we wanted the entries to be fun enough that people enjoyed the time looking through the book! I'm very sorry to hear that you were getting a blackscreen. We haven't been able to figure out what's causing it so far as it works on some chrome browsers, but thank you for giving playing it a shot as is! You may still be able to play it through the exe file or a different browser, but I understand those are definitely less accessible means.
My only issue was that a lot of the game for me was spent just looking for things that I couldn't find, maybe having a list of things to make to start off would make the first part of the game more helpful as a longer tutorial almost!
Great job overall, I'm sure this has a high chance of sucking in a lot of players.
Graphics are really great, love the pixelart and the character design! Also sweet to see another dev making a game with a witch as main character!
Great work!
Thank you for including a walkthrough that it help me find out this game is really deep and interesting!
Great job on setting the mood for this game!
I was pretty lost at first and seems like a pretty complicated game but that being said, you do have a guide
Unfortunatelly it was a bit difficult to understand what i had to do at first.. :sweat_smile:
I would suggest make the font a bit bigger bcs the handwritten style is a bit difficult to read. Also, I think a drag n drop mechanic would make the potion making more intuitive instead of using two clicks.
Nice job, guys :)
It's such a charming game, but it's very frustrating in its current form. I would love to see an updated version of the game.