Potion Craft: Alchemist Simulator Spiel

I’m not a fan of mini games and QTEs. I think we are at a period where if the developer is willing, they can easily concoct a method to incorporate convincing-enough side system, even if it’s only few moments compared to the overarching main system. Heck, we even have a zen genre dedicated to simple unpacking, in the game Unpacking, gameplay mechanics that focuses on what otherwise would have been hidden away from the players’ eyes. Now, imagine a simulator game that has its focus divided into potion crafting and serving as an alchemist to the community — that’s Potion Craft: Alchemist Simulator.

The game is largely divided into two mechanics: brewing potions, and selling them to customers. And neither specifically tries to be immersive to the environment or the lore it is fit in. Think of it as retro-styled mini games, if not from the Adobe Flash era. The problem I’ve had playing through what could be dubbed as the main story line, the Alchemist’s path, is that the sum of mini games does not necessarily make one whole game. Using different ingredients and skill trees are supposed to add certain nuance to the “sim”, but Potion Craft still doesn’t take it a step further.

In the game, XP and gold are two primary currencies, and they are both abundant and frankly, bountiful. The ingredients to brew more potions are always growing in the garden, and the game endlessly rewards XPs. The game’s take on the shopkeeping is inherently missing; I doubt it is possible to go under. Likewise, the alchemy, is not focused on brewing magical potions itself; instead, supposed magical journey has been replaced by a mini game.

Because of their designs and possibly limitations stemming from mini game like structures, I, for one, ended up doing most of my tasks only with a mouse: crushing the ingredients, stirring, blowing the bellows, and etc. These are all the tasks that need extensive cursor movement, not the most user-friendly element that reminded me of online Flash games. If you are struggling with dexterity issues or carpal tunnel syndrome, I would strongly recommend looking into alternative interface (e.g. controllers) to play this game.

Conclusions: More Indie than Sim

Potion Craft did scratch a lot of the medieval itch I had. It has funny dialogues with customers, ones I would imagine to play out in one of the good TRPG sessions, and the game does not shy away from opportunities to collaborate with other IPs. Operating some of the mortar-and-pestle styles of alchemical tools offers unique fantasy atmosphere that is closer to friendly medieval pharmacy. But having only the good spirit isn’t enough to keep the show going. In many ways, I appreciated the atmosphere curated in the game like elevator music, smooth at first, but repetitive unless it suits your vibe.

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