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I've been working on the next game in the growing adventure series, and I've been working on a potion crafting system for it. I think I have the basics of it down, and I would like to get some feedback from you all about it. I'm also not sure how well it will work on the android version, so let me know if there are any issues.

PC:

https://mega.nz/file/ODgV1D6I#DRLpPq2zGe6z7GwT1fHxxDDEeEfEO3iFUWsa60bZqjI 

Mac:

https://mega.nz/file/2OJECaTQ#mhy0RXa0hSwOvvz4koRahneBaOS46W1vy54x_NGbbzI 

Android:

https://mega.nz/file/jXwTmS4L#SEGasVAKq2WjWfSiXV4czyJ5uaxzRK88NG1lxmlg1zs 

Also, I've been playing around with Stable Diffusion a bit, and I've been thinking of maybe holding some polls to see what kind of stuff you all would like me to try to make with it.

Comments

Kirby the Otaku

So, we can only make potions in this right? I've so far made two, but I guess this is a trial run right?

strife2cloud

Not seeming where it's being used, it seems needless complicated. I understand the ingredients part as presumably it's tied to some sort of ingame quest so there's a specific limit. But I don't understand the Enchant Mixture part. It seems needlessly complicated if the Runes are a consumable resource. If you're going to the same mixture to have multiple effects I would advise you to simply the second stage of potion crafting. Minimizing clicks through the UI to your goal would be advise. Maybe just be able to select the potion you want straight from the Recipe book and then it auto fills it. Or severely limit the runes and position. Right now it looks you can do 10 runes with 4 position. I would think simplifying it so that 1 rune will consistently refer to 1 body part and another rune will refer to intensity. Also make crafting batches easier. I would also advise putting enchanting, and ingredient mixing in the same page. The fewer clicks to product the better. Your enchanting page already shows inventory, just make the Create Potion side have a larger ingredient input so you can do both at the same time. That's my suggestion.

R3dmond

I found it very confusing, I think the potions part is a great touch but the UI is very confusing with many clicks and esc buttons later I get where I need. Runes I thought it was needless as it didn't make sense on what it's for I just found it an extra step. But I think you are along the right lines to create something great. In my opinion fix the UI, limit the number of clicks, and get rid of the runes. Unless (strife2cloud said) have the runes be a part of the intensity?? or have some slider? That's what I would like to see! This is my opinion, any comments?

nicko564

i like it, slightly disappointed that there was nothing to use the potions on, but i know this was just a test, i just have a need for growing women :3

Beholder

The potion making seems like an interesting resource management between potential adventures. I could see certain NPC quests giving certain ingredients or recipes, and having to choose between healing stats for safety, or growth for potential damage or even quest advancement. Hard to say without knowing the genre of the next game, but it's got potential! As far as android feedback goes: • UI size increase or slight lowering of Close/Back/Recipes section in the top left, it was sometimes hard to tap exactly what I wanted. • Maybe have the runes be drag/dropped into place to help reduce the # of clicks needed? • A potential tutorial, help menu, or contextual "?" symbol to help explain the crafting process. I figured it out pretty quick, but it wouldn't hurt, imo. • Secret recipes in future updates could be a fun way to include cheat codes, easter eggs, or anything unique, really. Overall, pretty cool! Looking forward to seeing how this *expands* in the future, lol