Drag the ingredients into the cauldron. Once you are happy with your potion, drag it from the cauldron onto the customer. Be careful, the more ingredients you add, the higher the chance it will add a negative effect instead of a positive.

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I love what you've dreamed up here and I especially like that I can see where the game can go. As a player, I wish I had more insight about why I would add certain things to my potion and some way to visualize the risk/benefit might pay off. Like another commenter said, I loved seeing the ghosts come back and tell me if they passed or failed! The NPCs and what they had to say were fun and compelling.

I love the idea of the potion store and I think it was very clear the basics of what you were supposed to do.

Maybe the UI could have a "progress bar" that represents a range of probability a NPC a potion will be "successful." Maybe there is a certain ingredient that makes that range tighter. This way the player has to balance what to add. "Should I make the range more accurate? If I do there is a chance it will backfire."

Just my outside, random thoughts.

KEEP MAKING MORE GAMES!!!

:)