I liked the game even if it was quite short and some of the books were slightly confusing until you spend your time to figure out what ingredient is which but maybe these things will get changed or there will be less fail scenes and more potions. The few things that I felt were missing were: option to fit whole scene text in a window (whole text moving with the mouse felt slightly disorienting at first), some kind of ability to find ingredients (even if it was by making another potion that highlights them because it took me more than 10minutes to find seed above painting or mouse hair) and I wish there were more potions dependent on other potions or interactions (for example glass shards were really fun interaction but besides that it felt that most interactions are empty or there's not really much of a point to do anything besides trial and error mixing all the ingredients until you find a scene)
Thanks, I'm glad you liked it! Remember that it has been less than 1 month since the first release, so more content will come. Some of the books are deliberately more difficult to understand or missing the full recipe. I don't want all the books to simply tell you the exact recipe. I will be implementing an in-game hint system soon though, so if players get stuck, they should eventually get the answer. Likewise some of the ingredients are intended to be semi-hidden, the rat running across the screen is supposed to act as a visual hint about where to look for the hair. I'll add a similar visual hint for the seed in the next patch.
As for more interactive ingredients, they're definitely planned. Interactions between potions is a little more difficult, I'd love to have a futa variant for every other potion, or a beauxbatons uniform variant for every potion but it's simply way too much work. I'm not going to get my self into a breeding farm situation where every added monster led to an exponential increase in work.
I feel like some of your hints could be easier to read (not especially to understand what ingredient it mean but like the order)
the exemple that come to my mind is the pink potion, the text say
"add pink stuff to smelly stuff and then smelly stuff again"
so naturally I did smelly stuff > pink stuff > smelly stuff since that's what the text said (add A to B mean there's already B in your cauldron and you add A as the second ingredient) and it didn't work so I tryed many things before understanding that it was supposed to be pink stuff > smelly stuff > smelly stuff.
that fact that the order was unclear made me think I was wrong in my interpretation of the ingredient and i lost a few minutes trying to understand what you meant.
it's just some kind of details here (because I don't think the other text had this kind of problem) but that's a frustration that, I think, wasn't planned and that could be avoided quite easily by reformulating the phrasing
the game is still great that's just some kind of minor adjustment that can be done to make it better !
There was a bit of discussion about that same text earlier in the thread. Some people argued that the order being unclear kind of fits with the "bimbo" persona the book is supposed to be written from.
That said, I will implement an in-game hint system in a couple of updates which should help players who get stumped on specific potions.
I’m a bit confused about some of the text options after certain potions. The text just cuts off, no matter what aspect ratio I’m in and if I click the page trying to see the rest it just goes back to the gameplay section?
That's how it's supposed to be, I was keeping it to one page on purpose. However, expanding the end screens to be multi page is probably my most requested feature, so I will be changing it to be multi-page.