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Alchemist simulator
Alchemist simulator













alchemist simulator
  1. #Alchemist simulator Pc#
  2. #Alchemist simulator simulator#

#Alchemist simulator simulator#

It’s necessary to move between tabs and pages, as this is a vital source of information, but Alchemist Simulator regularly stopped bothering to show us what was highlighted, and occasionally crashed altogether. Meanwhile, the game’s alchemy journal, proudly placed on a pedestal, is broken. When there are two quests to choose between, it is almost impossible to move between them and read them both. Open a quest, and you have to read to the bottom before you can sign it and accept it: something the game neglects to teach you, and which is slow and – again – awkward. Grind something in the pestle and mortar, and a pouch of small granules pops out like a toaster, but they’ve got such a small click area that we constantly failed to pick them up.īut none of this is as befuddling as the interfaces. The chopping board has various settings that allow you to change the icons you chop ‘out’, but these are miniscule buttons that are fiddly to press. You interact with the various gubbins around the lab with a tiny reticule, but it’s woefully inaccurate and awkward.

#Alchemist simulator Pc#

Alchemist Simulator was clearly designed as a PC game. Choosing the right ingredient and then chopping or transmuting is the name of the game here. Grinding the ingredient in a pestle and mortar makes it more potent, so the icon moves up the chart, again becoming a new icon. Drying an ingredient on some paper makes it less potent, so the icon moves down the chart, becoming a new icon. So, it is time to turn to a chart, proudly pasted on the wall of the laboratory, that shows how icons can be transmuted. Often there is no ingredient with the icon that is needed. So a chopping board is used to carve off the unwanted icons and retain those that are needed, before tossing the ingredient into a cauldron.īut it gets more complicated than that. They come from ingredients, bought from a rat in the library, but those ingredients always have more than one icon present. But these icons aren’t necessarily easy to get hold of. These potions have a kind of recipe: several icons that need to be present in the vial when the potion is made. Those quests require the making of one or more potions. Imagine regulars changing as they feel the effects of our magic.

alchemist simulator

But the inverse would have been magnitudes more interesting. Who are we making the potions for? Why don’t we get to see the effects of them? Sure, having emerged from a period of lockdown, it almost feels natural to be seeing no-one and leaving potions in a box for others to pick up. Written quests come to you via a letterbox which, while they have a certain amount of charm, damages the fantasy.















Alchemist simulator