Alcheminer by Joror

Story
Your nephew Kevin screwed up, and you got your opportunity to help in the Alchemical mine underneath your sprite-family's Potion Factory!
Fulfill the requests from your Uncle, curse at fluid dynamics, and use pumps and switches to get all the juice out of the ground.
Tips
- Mouse drag / AWSD to pan, scrollwheel to zoom
- Drag pipes
- Hold right-mouse to unsummon things
- Make sure to follow the story at the bottom, it unlocks things
- Branching can lead to bubbles in your pipes! Chop em off!
- Pumps accelerate your bizz
- Unlock deeper areas by clicking on the dark areas
Known issues
- Caves can sometimes clip your start cave
| Link | https://joror.itch.io/alcheminer |
| Link | https://joror.itch.io/alcheminer |
| Original URL | https://ldjam.com/events/ludum-dare/48/alcheminer |
Ratings
| Overall | 688th | 3.64⭐ | 27🧑⚖️ |
| Fun | 515th | 3.62⭐ | 27🧑⚖️ |
| Innovation | 492th | 3.58⭐ | 27🧑⚖️ |
| Theme | 679th | 3.82⭐ | 27🧑⚖️ |
| Graphics | 1156th | 3.46⭐ | 27🧑⚖️ |
| Humor | 753th | 2.875⭐ | 22🧑⚖️ |
| Mood | 1147th | 3.32⭐ | 27🧑⚖️ |
| Given | 21🗳️ | 26🗨️ |
(did a double check if it works just now, seeeems ok)
Maybe the dialog-boxes would be more clear when the game freezes untill you press [next]. Now you can easily read over the text.
Music is nice and calming as well.
Nice work.
And to all mentioning Turmoil, it was indeed partially an inspiration, though I did not play it much myself!
The game doesn't have a main menu. It's not really _necessary_ since no time-based events start at that point, but it can be a little overwhelming in the very first few moments, especially since all menu's and dialogue boxes are already on screen. The main one you need to pay attention to (at the moment you start) is in the center bottom, but the only clue for that is the 'next' button.
Other than that, I think the process of tutorialization went really well! Sure, you only get a hint of what motors do (or that pipes work slower the more there are), instead of the full picture, but it's enough to get you to the point you need. (And the only way you can really loose mone... err mana, is with the cleanup process). I think you're getting better at creating a welcoming atmosphere for new players, while not simplifying the core concept of your games (too much).
It looks like it should be a very strategic game, and maybe it is, but to me it felt similar to playing solitaire... looking for the next card or looking for the next cave. This isn't a bad thing, but I wonder if it is what you where going for. Fortunately there are less ways to get stuck (again, also thanks to the generous buy-back mechanics).
Other things I like are the little sprite, the subtle lighting, and the implication that your nephew is either 'Kevin Sparklefuzz', or his dad, named 'Sparklefuzz', named him 'Kevin' (I guess I'm trying to say that I enjoy the idiosyncratic way you always treat the story bits in your games). And I shouldn't skip over the fact that (when it's working properly), it's very satisfying to see the pipes work and suck up the 'vital alchemical spirits' in the caves. Also smaller things like the logo on the itch-page that has the little sprite in the C.
That said, there are some things that I think where a bit off... mostly just bug-like things and packaging nitpicks (well, besides that it seems to take a little long ... but I think I wouldn't necessarily say that if this wasn't a jam-game):
- No waste is generated if no job is accepted ... that is, if all current jobs are at 0/0/0 then you can just send up whatever up top. (Or at least I saw that happen one time).
- In the windows version at least, the numbers on the assignments dissapear when you go over the main entrance cave with them. Curiously, other caves don't seem to have this effect.
- Web-version is slow. Starts out very playable, but more pipes and _especially_ the deeper reaches can make it lag.
- When I have an old network of pipes, it won't reconnect to the new one, no matter what direction I draw the connecting pipe in. The new network in question (when I tried) always had a pump in it, so _maybe_ it has something to do with that.
- I _mostly_ ignored timed rewards, as they don't seem to pay extra.
- I _mostly_ ignored anything other than red/blue/green, as there seemed to be _very_ little of the other stuff.
- One time (when I did go for the white 'Hym'), I had blocked it, but (perhaps since there was a pipe full of 'Gren' between the incoming Hym and the toggle) the node right before the toggle 'ate' it. Mail me if you want screenshots or gifs, you have my address and I'm sure I can find something. (I think this happened when I played the web version as well, except I don't remember the scenario as well).
Nice one, wonder how it will do?
Nevermind Seems to work on the download version...
Really enjoyed this game and spent far too long on it, a few more tools would have been quite interesting, filters, placeable taps, some cheap liquid to flush stuff out