Devlog 75
This week there isn't a ton of news!
We're refining the swamp witch's visual look, based on the option chosen in the vote;
We started reworking the beginning of the game: now Rena starts out wearing the clothes she arrives in this new world in (by the way, besides the starting animations we also prepared the base for transforming into a true Witch);
We're not ignoring the in-game hints: many complained that they aren't informative enough, so we're completely reworking the tutorial and the hint system. The familiar will comment on all your actions and point out mistakes. I hope the brewing principles will become clearer;
We finished the victory cutscene for Arm Wrestling — of course, we couldn't do without references;
And now, let's talk about the game and its mechanics.
Sometimes people write to us: "Why don't I have this or that ingredient?", "Why is the potion the client asks for unavailable?", "How do I fill a bottle?", "Why do I keep failing?", "I don’t like losing, so I'm not interested in playing!"
My answer is this: our game was conceived as a simulator. So you will always be lacking something, you will always be messing something up, and something won't work on the first try. And that was built into the foundation of the game.
This is a path you start with no experience in potion-making and gradually master, becoming a true expert. I assure you, we've added not all the features. For example, breakable bottles (if you accidentally drop them on the floor) or active ingredients whose properties you can only guess at: invisible grass that can only be seen with the help of a potion, or a little mushroom that needs to be given a good spanking before you toss it into the cauldron.
If the game is hard for you right now, it's only going to get harder further :)
Also, you can support the development of the game on our Patreon
