Powder Alchemy
Your goal is to merge together elements to eventually create gold.
You start with unlimited classical elements. For all other elements, you'll need to collect it to learn about it.
Controls
L-Click - place elements
R-Click - collect elements
M-Click - pan grid
Scroll - zoom grid
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.4 out of 5 stars (5 total ratings) |
Author | Liniarc |
Comments
Log in with itch.io to leave a comment.
Very cool game. I have bought all the upgrades in the game. The save didn't work, but it's short enough to be finished in one session.
When near the end game I started experiencing some lag.
Some thoughts:
1. The expand grid upgrade makes the grid way too large, which makes the late game laggy. If the game is to be developed further, then this certainly needs some nerf. Simulating pixel by pixel means that this game can't go too far in the incremental path.
The tick upgrade also contributes to lag. It's much less powerful than the expand grid, but it multiplys with size.
2.Perhaps make the basic elements not infinite, but constantly generated by a source, that can be upgraded later?
This will certainly make the game more difficult, so the in game wiki needs to be finished. The player should be able to view all reactions that have been triggered. If this is not possible, then let the player view recipes of elements that hve ever been collected.
3. Maybe some more upgrades?
3-1. Grid compression
Instead of having more pixels, we can have each pixel represent more matter. Changing this requires clearing the grid.
Some later upgrade could allow auto collecting when clearing the grid.
3-2. Reaction frequency
Some reactions are slow, and take time to happen. This upgarde will make the reactions more frequent. This can improve production without causing much more lag.
This should be upgraded for each element separately, usually costing its reaction product (but lava emitting fire should cost lava to upgrade, not fire)
4. Some stuctures in the grid?
Automation certainly would be nice. For automation, we need pixels for these purposes:
4-0. Devices, which are special pixels that are not simple elements. They stay in place and are not affected by gravity, and don't react under usual conditions. It could be possible (but difficult to program) to have multi-pixel devices.
Devices are not created from reactions. Instead, they are bought from shop (or created in crafting), with price scaling or costing a constant price.
Some special elements could react with the devices and require special handling. It will become challenging to automate production of these elements. However, the player should eventually get access to more advanced devices to properly handle them.
4-1. Inventory interaction, both placing elements from inventory, and collecting elements from grid into inventory.
4-2. Walls, for keeping elements in place, and directing liquid and gas flow.
4-3. Fountains. These are not necessary for automation, but can be interesting to have.
Fountains generate elements when in inventory (as mentioned in #2), and when needed, can be placed in the grid and directly place the elements in the grid.
It should be an upgrade to be able to place fountains in the grid.
If #3-1(Grid compression) in implemented, then the fountain's emitting speed will need to be reduced by the compressing power, as each pixel contains more elements.
The player could get access to fountains for more advanced elements at later stages. For example, lightning could allow blue fire generation.
Actually, inventory interaction and walls are already enough for basic automation.
For example, have dirt dropped from a high place, let it react with fire during the drop, and collect it at the bottom. Whether it has reacted or not, it will go into inventory, and automatically sorted there. Then drop the stone into a cauldron with lava. The stone will slowly melt into lava, and the lava will overflow into another collector.
Earth + Fire = Stone
Earth + Water = Mud
Water + Fire = Steam
Water + Air = Vapor
Fire + Air = Blue Fire
Blue Fire + waiting = Fire
Fire + waiting = Ash
Ash + Water = Lye
Vapor + Steam = Cloud
Fire + Lye = Potash
Potash + Water = Lye
Mud + Fire = Shale
Stone + Blue Fire = Lava
Water + Blue Fire = Salt
Salt + Water = Salt Water
Salt Water + (Blue) Fire = Salt
Lava + waiting = Fire
Lava + Stone = Lava
Clouds x Clouds + waiting = Lightning
Sorry if I missed anything
Quite good, wish the saving worked, but as I can't for the life of me figure out salt, I'll have to set it aside until the encyclopedia is put into the game and I can hopefully glean some hints from that.
Great game! I wish that saving worked and I look forward to you adding the encyclopedia. The game is a lot of fun and reminds me a lot of The Powder Toy.
Nice game. It would be nice to have a way to see how many non-starting elements you have in your inventory, though.
Very cool. I wish there was more information on how to get things as soon as you've discovered them.
Cool game!
Noticed bugs (chrome 104 windows):
Normal saves just not work.
I can't export save (devtools error access to clipbord with this link)
With latest field upgrade game stuck because storage quota exceeded.
this looks cool sandbox :)