Drop elements into the cauldron to power up your slime. Defeat enemies to acquire their elements.

A and D keys to move, Space to drop. 

Experimental Game Modes can be started from Main Menu by:

Holding Shift + E = Endless Mode

Holding Shift + R = Rogue Mode


Pyro - Deals 2 damage / turn

Aqua - Blocks 1 damage / turn

Flora - Regenerates 1 HP / turn

Terra - Increase max HP by 5

Aero - Speeds up turn timer by 0.1s

Shadow - Destroys the first element it touches

Ice - Slows down turn timer by 0.5s

Poison - Damages owner 2 / turn

At level 3, elements can combine with each other to gain the effects of both.


Credits:

Art/Design

PiranhaPunk


Programming/Design/QA

Voidark

https://voidarkin.itch.io/

https://www.linkedin.com/in/joshua-griffis-b3a421230/


Programming

Calvin Wu

https://www.devcwu.com/


Programming

Adrian Vergara (@LevelUpAdrian)


Music & Sound

NitramiuZ

https://nitramiuz.itch.io/

GDD:

https://docs.google.com/document/d/1N-wqeZosQa-lxSdNZZQSryEDNbhEP9vc0oWaGXjGQ18/...

StatusPrototype
PlatformsHTML5
Rating
Rated 4.3 out of 5 stars
(3 total ratings)
AuthorsPunkPiranha, Voidarkin, NitramiuZ
GenrePuzzle
Made withUnity
Tagsautobattle, Suika Game

Download

Download
SlimeAlchemistWeb_1.6.1.zip 22 MB
Download
SlimeAlchemistWeb_1.6.zip 22 MB
Download
Slime Alchemist GDD
External

Comments

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This is awesome! Loved playing through this beautiful game! I played 3 times, twice trying to match everything up the best I could as fast as I could and lost twice. The third time around I spammed the balls in the middle of the cauldron as fast as possible and had the best success, I wonder how you could tweak this to make high level element combinations a greater payoff, maybe increase their stats by a multiplier increase at each growing level?

Me like

Really great art and animations! I love how the menu screen opens in the center to reveal the credits, almost like pulling back the curtains. I like the concept and I think this would make a fantastic mobile game. I could imagine this being multiple levels like seen in Candy Crush. 


I would have liked a more strategic power up phase with the cauldron that counts down with a timer and then the battle is shown. I think that the battle scene is almost completely overlooked because the two scenes are playing at the same time unless you spam space quickly.

There were a couple occasions where I pressed space and skipped information about a new combination. I think a different key for dropping the items and skipping the dialogue would help, and maybe even the option to click on the orbs in the battle scene to read about them again.

Overall, I really enjoyed playing your game! The SFX and music are fun, the UI is great, and the orbs are satisfyingly smooth when they fall and collide. Great job!

First of all I need to say that the art for this game is absolutely top class. The creepy wizard hands/cauldron area look fantastic and the slimes are so well designed.

I was a little confused by the mechanics at first but then I realised it's basically suika-game and bigger combinations of elements = more stats = win. So it's not that complicated.

It's really easy to cheese it though, I just spammed space and let all the elements combine/do what they want without much thought and I got to like fight 7 without using my brain at all hahaha. 

I'm sure a more dedicated player would do much better than that but considering I monkey brained my way through it I'll take the win!

A really really solid and well designed game I could see being a full time release in the future!