Myst the Alchemist by netpunk
Welcome to a trepidant Roguelite where you play as Myst, an Alchemist that has drunk a deadly potion and is about to die! Find components in the world, accumulate them, and then go back to your table to craft concoctions! Will they heal you and give you a few more precious seconds? Or will them eat away at your health? There's only one way to know... drink your creations!
Death is inevitable, yet knowledge is not. The receipts of those potions you have already drank will not fade with your death, thus you will be able to stop poisoning yourself. Experiment, drink, and learn.
You can move with WASD or the arrow keys. Items can be picked with either E or Space. Open inventory with I.
Tips: Start combining only two items and drink the potions, it's okay to die! Next runs will have random maps, but all learned receipts are kept! Reach for the rivers and the stone paths!
Play now on Itch!
Some Screenshots!



Ratings
| Overall | 1261th | 2.966⭐ | 31🧑⚖️ |
| Fun | 1299th | 2.638⭐ | 31🧑⚖️ |
| Innovation | 659th | 3.345⭐ | 31🧑⚖️ |
| Theme | 860th | 3.517⭐ | 31🧑⚖️ |
| Graphics | 1091th | 3.034⭐ | 31🧑⚖️ |
| Humor | 709th | 2.907⭐ | 29🧑⚖️ |
| Mood | 1209th | 2.893⭐ | 30🧑⚖️ |
| Given | 22🗳️ | 36🗨️ |
I found it a little hard to figure out some of the potionmaking, but there was a cute pig so it was ok.
Cool system and well done to implement so much mechanics within the jam time!
It is indeed hard to find the correct combinations! The idea is not to be afraid of mixing things, as even after death, you will still be able to see all your previous receipts (as long as you drank the potion!). As a little clue, it might be worth starting with only combining two things, and then moving up to more "exotic" combinations. The map does change after each death, but it shouldn't be a problem, there's plenty of items! (Make sure to reach for the water near the river!)
As you said, there is lots of things in there, and we were a bit short of time. Ideally, we would have wanted to have "random" combinations also yield positive outcomes (ie. not always poison that takes time). Sadly... There was no time for it. Neither for the poor fish that lived in the river (although the butterflies did make it in time!).
Once again, thank you for your honest review!
There is some logic to most combinations (like water and fire not mixing, or almost always consisting of a base element, such as water/fire/air, and then some flower/stone/gem), but nothing too absolute or rigid. Sadly, we didn't have time to incorporate any hints as to what combines with what, so right now it indeed is hit-and-miss. The trick, though, is not being scared to try, accumulate knowledge in form of simple receipts, and then complicate them in further runs. Dying is not only fine, but encouraged!
Also, as I was said in a previous comment, we would have wanted to have “random” combinations also yield positive outcomes (ie. not always poison that takes time). Sadly… There was no time for it.
Thank you again!
It is true that there quite some combinations possible, but most of them are logic combinations (check a previous comment for more details). We encourage you to keep trying and see how much you can extend the life of our Alchemist Myst :P
good for those who like puzzly crafting
With my rating you got the 20 required! Congrats.
Thanks for you entry it has been very fun to play :)
The art is cute, though there's some upscaling issues where a sprite has been enlarged by a decimal value (i.e. 1.5, 1.33, etc) so only *some* of its pixels are doubled and that's a pet peeve of mine.
Dig the idea, but I feel like I was thrown in the deep end a little.
@eli-delventhal Yeah.. we get the feeling! The number of combinations can be overwhelming, specially if you try to combine more than two items at once. I'd recommend starting with easy combinations, some are even somewhat logical (see comments above!), and then once you got some juice to keep the game going, build you way up to the harder ones.
@anaxie-studio I'm so glad you loved it so much! Indeed, plentiful is not quite enough to describe the myriad of items in the world haha. Your suggestion is not only good, but in the right direction I'd say! We already have some items that only spawn at certain places, such as water on the river at the border of the map (remember where your table is at!), and stones over the stony paths. Next step would be, as you said, making some of them more scarce and tied to environment.
As for tracking process, try hitting ESC! It will bring up the menu with the number of seconds you have survived so far. Admittedly, it breaks a bit the flow if you must hit ESC, maybe bringing it next to the bar at the top would be a good idea, don't you think?
@sacredbacon I like the idea of the pig giving clues! That is something we will look into for sure. Sadly, we didn't have enough time for that. As for taking the difficulty away... be careful with consuming too much of a single potion! Myst builds resistance to it and each time it gives you less seconds! Although... Right now it always gives at least 1 second, so it can still be exploitable I guess? Mass-producing a single potion and then right-clicking faster than 1 second (totally doable)... Yup, must change that! Thank you!
@jesus-gonzalez Thank you so much for the lovely comment! We are so thrilled to have reached 20 ratings! I can't agree more with you, a mobile game would totally fit the theme (and dare I say... a Switch game? Although we are far from being able to do that).
@muriel Hahaha! Totally! Why else would a pig talk to you so calmly after being poisoned? Thank you so much for the kind comment!
As for pixel issues... I'm going to come clean here. All I have done with Unity is 3D, our artist occasionally paints as a hobby and has just started with procreate (and had never done pixel art), and our other dev had only done some dabbling in Unity. You can't even imagine how much we struggled with it... For a good three hours I thought I'd have to tell the artist to redraw everything! It's not perfect (certainly not pixel-perfect, sorry for the bad joke), but we are extremely proud of how it ended up. Next ludum dare, though, we'll come much more prepared! Btw, no hard feelings, it's honest feedback and the truth! We will improve! :D
The exploration mechanic was neat, but I'm not sure it actually added to the experience. Just to brainstorm, what if the game were the view of the alchemy table itself? All the different ingredients are already available (much easier to see "the combinations"), and you spend the game mixing and testing potions in front of you (no need to ever mix more than one at a time). That puts the focus on the core of the game (potion mixing) instead of resource hunting.
That may turn into an entirely different game, and not the one you envisioned. For example, if everything I needed was at the table, why wouldn't I just keep making the same thing over and over again? Where would the challenge be? So my idea isn't perfect either :) Just shows that a lot of games could be presented differently!
By the way, I was IMPRESSED by how many different ingredients and potion bottles you were able to come up with. That was cool!!
A lot to like here, starting with the in-game tutorial/instructions which are especially good in a jam rating scenario.
BTW I think I was occasionally able to add more than 6 items to the 'Bases and agents' by adding from the 'Recipes' section?
Plenty of humour and a very pleasing feel with the broad palette/pixel art/touches like butterflies which leads to an uplifting interpretation of the theme. Nice entry.
Anyways, great game, great simple mechanic. Thank you for submitting!