I'm not an official playtester but I definitely provided feedback on reddit about the UI needing improvements, specifically in the form of tooltips...
No. What I would suggest instead is that you move the elixir shelves from the teleport room into the alchemy lab. That way as soon as you make it you can see it right there to drink, no more moving to a different room to drink it.
You could add a warning popup to the teleport room that says something to the effect of "You haven't consumed an elixir yet today, are you sure you want to proceed?" that has the options "Proceed" and "Go to the Alchemy Lab".
Similarly, a question that I often see popping up is "how do I get skill/talent points?". Now, to be clear, the game currently DOES explain this, but does it in a way that isn't as obvious as it could be.
> Acquire more skillpoints by consuming essence from enemies
This requires you to know that in order to "consume an essence" you must drink an elixir, which is made using said essence. But therein lies the second problem - you've kind of obfuscated
that knowledge by calling the essences "Cum" instead of "Essence", and instead the fact that these
are essences is relegated to the mouseover description of the items.
There's two things that I would suggest you change here:
- Rename all Cum items to Essence instead
- Change the text on the skill tree to read something like "Acquire skill points by consuming elixirs brewed using Essences"
This makes the link between elixirs and skill points much clearer, and clarifies what actually counts as an essence.
I think the Alchemy Lab UI needs some work too - I personally know how to use it now, but it was trial and error to figure it out. I have some fairly extensive thoughts on how that could end up looking, but I'll probably write that up later and post it on your discord instead.