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Ellabelle

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Hey, I made a game on my own and would love to hear what you think about it ^^

Alchemy Quest is the story of a young sorceress that’s ended up in a sticky situation. Now she has to rely on her pretty looks and alchemical knowledge to get out of it. Even though she faces many daunting challenges ahead of her, she has a trick up her sleeve; by drinking the semen of other people and monsters she’s able to steal their powers.

The game features classic RPG-content with enemies and dungeons, tons of animated sex scenes, mini-games, alchemy, outfits and gardening.


aq_add2.png add_ulmf.png screenshots_ulmf.png
 
I'll preface this by saying that I'm really not a fan of heavy-RNG games.

Overall this is pretty good. But I think you've relied too much on RNG for player progression, I believe it was my second and third aborted runs of the first dungeon that I lucked into pieces of blue gear in chests and since then I managed to get through the initial runs of 5 or 6 dungeons without much difficulty but as I've not found any more blue gear that's becoming less the case. Subsequent runs of those dungeons are significantly harder which is a pain because that would be how I would luck into more blue gear to progress.

The issue isn't JUST that I haven't gotten new gear, but that mechanically the only way to get stronger left to me is that I need new gear. This could have been mitigated to a degree by skill progression and temp skills but even passive skills need to be slotted to function. But I need those slots for active abilities, so I'm either able to do all the things I need to in combat ( and I have to have at BARE MINIMUM to get through a run 2 slots, 1 for a seduction attack and 1 for a magic attack because seduction doesn't work against female enemies [missed opportunity BTW], even then things like the angel romp-a-stomp me because they've got spell defense) or able to perform well at one thing that isn't dealing physical damage and get dunked on when I run into a magic-def female enemy or multiple tanks.

I see what you were going for; the player being able to use a different build every time they went into a dungeon. But passives requiring a slot undercuts the player's power just a bit too much and then forces grinding for chests ( that aren't guaranteed to even show up ) in the hope that they find better gear and even then it might not be gear that helps them. Sure I could grind for the crazy amount of gold hiring a companion requires... but lol I'm more likely to get the chest loot in the time it takes to grind out thousands of gold. If you're really attached to passives requiring a skill slot, maybe give a way to up the chances of finding better gear without having to sacrifice combat effectiveness with luck boosting gear ( that you also have to RNG into...)
 
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lol, what happened was: I didn't know that alchemy plants can go up to +20 as the seed gathering event in the cathedral gave me junk the first time around and just getting back to it was a nightmare as a lone angel is rather hard to deal with when you're using a caster/seducer build. So it's not quite the issue I believed it to be.
 
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