
Alchemist of War is a casual card game with crafting elements. Play as the alchemist merchant. Craft weapons using random ingredients. Your customers are from both sides of a war. But you don't have any favorites! As long as they keep paying. And if the fight goes on longer, maybe you can sell more.
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Languages: English**languages with full audio support
Reviews
[b]alchemist of war[/b] kinda reminded me of [b]puzzle forge[/b] on mobile, but with cards instead of match-3 elements. it's closer to the first game with not much meat on it though, only even more basic and doesn't come close to [b]puzzle forge 2[/b] in any way. the best thing one can do in case a war breaks out is make a killing not by actual killing, but by not taking sides and providing both parties with means of taking lives. that is what this [b]random/endless score attack card game[/b] is about, no campaign or anything. each run gives you a random and most likely infinite deck and a 2x2 crafting area. place cards in the slots to [b]create any weapon (no demands like in [i]puzzle forge[/i])[/b], sell it, done. you can have up to 8 cards in your hand and no need to fill all 4 crafting slots. they're essentially crafting materials but customers don't care what you create from them. cards can be regular, silver or gold, and background color and arrows pointing in various directions are also important. if a card has a blue arrow pointing to the right, placing the card on the left and putting a blue card next to it means more cash, as is filling the multiplier on top (the game, well, the achievements, refer to it as your level). keep doing this until one of the factions wins, then check the online scoreboard if you want to compete against random strangers on the internet. early on it might seem like a good idea to conserve cards since new ones cost money, and also to keep higher values for later, but the higher the multiplier, the harder it is to keep the game going, and while it might be possible to run out of money and so new cards, it's highly unlikely. [b]balancing the two factions in tug-of-war fashion is the key to a higher score[/b], as you're essentially prolonging the war by not providing enough weapons to either party to kill the other one. you can skip customers for 10 gold and the purple star with the number represents weapon power, tells you how much the bar will go in the direction indicated by the arrow. if one turn the weapon for a blue guy has 12, it'll favor the blue team by that much. then next turn crafting a weapon with a value of 13 will favor the reds by 1 because it has to counter the 12 first, but if the value is only 10, it'll be another 2 for the blues because it wasn't enough to negate the 12. the problem was, [b]I had no idea how weapon power is calculated, but refer to the comments below for some insight from an actual smart person[/b]. the devs said they didn't want to simplify the game by explaining how it works, not that simplifying it any more would be possible, and that's what the help screen is for anyway. holding left and right click do the same, they pick a card up to drag around. that is all the controls. graphics are cartoony, there are a bunch of different customers and weapons to make. audio is fine, the usual unmemorable but unintrusive variety. [b]some flavor text would've been nice[/b] though, tooltips or right click close-ups for amusing card descriptions and a few lines for each customer. [b]no mid-run saving[/b], going back to the menu or quitting forfeits the current progress. settings only consist of separate volume sliders and theoretically language options, but only english is available. not that there's much to translate. the screen is accessible while playing as well. [b]no windowed mode[/b], alt+enter only produces a non-resizable window, have to edit the registry to change resolutions, and [b]the developer said they [i]'can't do anything'[/i] about it[/b]. getting sick of this now. unity used to have a config screen on startup if devs bothered to enable it, but unity decided it was too useful and removed it from newer versions, yet developers still don't bother to add resolutions and windowed mode to their games. it's ♥♥♥♥♥♥♥ lazy, or in this case might be down to incompetence, same result either way. windowed mode is a must for a game like this, as it doesn't require your full attention. [b]it's a simple game, made even simpler by customers accepting any old crap you give them[/b], but some might find longevity in its randomness even if I never do, a couple hours tops is how long something like this can entertain me. excluding a working windowed mode, it's done mostly well for a mobile port and the price is about the same as the mobile version, but as is, [b]it's only worth checking out on sale, don't pay full price for something that doesn't fully work[/b].
其实我刚开始玩的时候想得有点太多,也被游戏的机制糊弄到了,一直在思考物品等级的算法是什么,玩了20多分钟玩的我昏昏欲睡(是真的差点睡着)一度准备下播。 然后我强行撑着努力想要往下耷拉的眼皮时,突然发现这火药居然和谁合成都是出手枪,瞬间就精神了,好家伙,这不就让我给玩明白了吗。 我一开始以为的游戏机制是这样的:素材卡面面值是随机的,物品生成是按照卡面面值代入公式计算的。 然而从结论来讲,实际上的游戏机制是这样的:素材卡面面值是固定的,物品生成仅仅是按照摆放在牌桌(即放置卡片的4个格子)上的卡片的卡面最大值来决定。 所以本作的玩法实际上可以概括成简单的比大小与算术题,通过比大小来决定最终生成的物品(以最大值为准),通过加减决定红方蓝方的胜负倾向,再通过乘除(实际上只有乘)决定物品的最终等级(每5次加0.5倍,结果向下取整)。 如果以游戏内的回合来举例(瞎编)就是: (关于素材的卡面面值和物品的等级以及加成后的最终等级已经发到了指南里) https://steamcommunity.com/sharedfiles/filedetails/?id=2722735663 ① 向红方提交魔法龙眼石(15),红方倾向+15(15*1) ② 向蓝方提交脑剑(12),红方倾向+3(15-12) ③ 选择将客人请(踢)出去,红方倾向+3(若是选择不提交物品将客人清走,则本回合倾向变化值与上一局相同;若是本回合巫师到店,则本回合倾向值保持不变,于下回合继续计算) ④ 向蓝方提交手枪(6),蓝方倾向+3(3-6) ⑤ 向蓝方提交毒药(8),蓝方倾向+11(-3-8) ⑥ 向红方提交龙鳞盾(14),红方倾向+3(-11+14) ⑦ (物品提交满五次,提升至1.5倍倍率)向红方提交魔杖(11),红方倾向+19(3+11*1.5,向下取整) 总之就是这么个小学算术题一样的玩法(游戏的玩法说明是真的写的不明不白的…)。然后,在确保两方平衡度的基础上,玩家就可以开开心心的做奸商发战争财啦。 虽说素材卡的卡面面值是固定的,但卡面上画着的一些小箭头还算是随机的(随机性这不就来了吗),只要在牌桌上任一卡牌卡面上的小箭头方向所对应的卡牌与该小箭头为同一颜色,就能使该卡牌的面值加倍(注意是原卡牌,不是指向的卡牌),而物品的最终售价也会提高(其实售价就是牌桌上放置的卡牌面值的总和)。这点其实还蛮重要的,毕竟要是只靠那一点点面值根本赚不来钱,没几个回合就得连卡都没得抽,原地凉凉了……(我还真就开局凉了那么一次) 要是总结一下的话,大概就是个先保证倾向值,再将收益最大化的玩法吧。 其实我一开始只是觉得游戏的画风蛮有意思的,然而看描述和宣传图看了半天愣是没搞明白这是怎么玩的,就很玄乎(神神秘秘的东西总是让人着迷),不过我是真没想到玩法有这么简单就是了… 就这样。 [code]欢迎参观我的: [url=https://store.steampowered.com/curator/7421824]双鱼星✪ω✪皇家飛机场[/url] 如果你喜欢这篇评论,也麻烦点个赞,让更多人能够看到。[/code]
Update 8/30/2024: It breaks my heart that in 2024 I can look at the steam store and see Overwatch 2 that has almost 300k reviews in which barely 20% of them are positive. Yet 38,500 people are playing it on steam right now. We as a community have very obviously gotten our symbolic gestures down. I just don't understand why we've chosen to only express it in a negative way. While you're doom scrolling steam to find your next bundle of sale items to never play don't just pass over this one. It's a $.99 game done by just one person or maybe a couple who are clearly passionate about games from Istanbul. The art is really unique and cute, appears almost hand drawn and they very clearly wrote their own music. From now on I'm no longer going to scream at billion dollar corporations who don't even view me as a human but as a mechanism to make themselves richer. I'm instead going to give money to developers like this so that they don't give up on their dreams. This developer created socials for this game, for their company and a website but just as fast we never heard from them again. It's because we're so busy lamenting the death of gaming as an art form as we queue for another apex match. From now on I'm going to seek out developers like this who are trying to preserve that legacy and support them. If we don't do that in 20 years we're going to be talking about the next big WoW expansion, Diablo 6.5 that needs loot 2.0, Call of Duty Black Ops Infinity and how your favorite movie was made by Marvel. You're not buying a small cheeky game you'll never play for $.99 you're sending a message to the developer to never stop dreaming big. For the love of god if you don't buy this game right now I will come to your house and delete your Fortnite skins. If you want to stand for something, stop only thinking of yourself and start standing for the little guy. If you want games to get better you need to support the people who are trying to do so. Update 12/27/2022: The price was reduced to $0.99. I honestly don't see any reason why if you have even an inkling of interest in the game you shouldn't get it. Original Review: This is a charming little game. The instructions leave a lot to be desired but with some trial and error you can pretty much figure the game out. It’s not too complicated but has enough complexity to keep it interesting if you like beating your own high score. The art is actually very well done and, for a while, is interesting to look at. The music is a bit repetitive but it’s not bad background noise. Overall I think the game has a lot to offer even if only for a couple of hours. I think $3.99 is completely reasonable.
Casual card game + quirky + unique = Combine cards to craft weapons and sell to both sides of the war. Keep selling for as long as you can while balancing each side. Kick out customers just because. [h1][url=https://store.steampowered.com/curator/35180752-3-point-play/] Follow our curator for similar games [/url][/h1]
Gameplay wise think The Butter Battle Book.You sell weapons well trying to make money off both sides in a war without letting anybody win. solid idea. just not much here gameplay wise and not very complex You don't appear to unlock anything as you progress so its just the same thing over and over Same song on loop the entire time For a 1$ game go ahead gotta ask, WHY ON EARTH IS THE DOWNLOAD 1.09 GBS??? its 75.48 mbs when you download will try the game again if they add more
[code]For other game reviews, please [url=https://store.steampowered.com/curator/40640212/]follow us at What The Game?[/url][/code] Alchemist of War is an intriguing game that I want to like. It's got a distinctive art style and an interesting premise. I feel like there's the bones of an interesting game here, but it definitely falls short of feeling completely fleshed out, however. It definitely seems like a game that could become something more with just a couple extra updates, or a little more polish. So while I'm recommending it tentatively, I definitely feel that anyone should wait until it's at a price point they feel comfortable with or until the game's gotten some more content. The general premise is that you're an arms merchant, selling weaponry (that you create) to both sides in a conflict. Your overall goal is to keep this conflict going as long as possible, to increase the gold in your coffers. It's a premise that I can't recall having seen explored before, and I really wish they'd given us more here – either in terms of weapon/conflict variety, or maybe some sort of flavor text describing the origins of the conflict, or what's happening during the war. While your customers are all done in a very stylized and unique artistic style, there's only eleven of them, so you're going to quickly see everything that the game has to offer. The same thing applies to the weapon creation system – there's only fifteen, and so you're going to see them all very quickly. The music is a single 30 second loop that oozes a dark and whimsical Danny Elfman-esque style, but unfortunately, it's so repetitive that eventually you'll probably want to mute the music, or your brain will tune it out completely. In the end, you're just left chasing a high score and more than likely only paying attention to your customer to see which side they're on, and only paying attention to the weapon to see the effect it has on your score and the tide of war. In addition, the “scoreboard” feature only has two slots (and wasn't functional in my build). In a score-chaser game, this is something that's frankly essential, because nobody's going to keep notes on their best scores. The mechanics themselves (including the ability to kick out a customer) weren't explained well at all. Both of these things are presumably easily fixed, and neither was a deal-breaker for me, but it's not entirely encouraging. It's such a shame, because this game has such promise and personality. It absolutely oozes charm. I just wish there was more content, because this really feels like the developer was on the cusp of creating something very special.
good game, really like it, 1 more Be a magician, make weapons, get rich, buy lots of cards, beat the opponent, we can! I think this is a suitable advertising word for this game
MOZE SZALU NIE MA musisz opdwonie ukladaci kawałki kart by uzysakci nalepsze kombo by sprzedaci rzecyz 1 lub drugiej stronie mozena spurwabocci ✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂--- FOR DEV - READ THIS ! if you want know somethnig about you game more/ some specific just write us on commect ok ? i will rewrite in commect Piszemy rónież normlane pełno prawne recnezje więc jeśli Szukasz więcej recnezji/naszej twórczosci zapraszam na mój profil steam w sekcji recnezji lub zastnawiesz się czemu tyle błedów ? Zapraszam do obserowania i przecyztania opisu na mojej grupie kuratora Aga i my steam curator w internetach
Alchemist of War, kartlar vasıtasıyla silah ürettiğimiz bir çeşit simyacının savaşa hazırlık yaptığı oyun. Cümle biraz devrik oldu ama şöyle toparlayacak olursak; kırmızı ve mavi tarafa ürettiğiniz silahları satarak savaşı devam ettirmeniz gerekiyor. Bu süreçte sağ üst tarafta savaşın akibetini görebilirsiniz. Yapacağınız doğru silah satışlarıyla savaşı nötrde tutmaya çalışmanız gerkeiyor. İki tarafı da ne kadar uzun süre idare ederseniz o kadar yüksek puan ve altın kazanmayı başarabilirsiniz. Bunun haricinde oyunun birden fazla oynanış modu olabilir. Örneğin bu silahları satarken direkt silah üretimi olmasa, karakterimizin level atladıkça belirli hammadeleri market tarzı bir şeyden alma opsiyonu olsa ve aynı zamanda çevrim içi desteği getirilip arkadaşlar arasında mücadele verilebilse daha verimli bir oyun deneyimi sunacağını düşünüyorum.
Play with beating level 10: https://youtu.be/60KYv4Hlnbw I was gonna 100% this game, but it's a shame that the dragon achievements don't pop I sold a 250-500 gold item multiple times, but they don't work. The game though is still a ton of fun though and the working achievements make you change your playstyle drastically which is neat and adds a ton of replay getting to level 10 you have to slow roll actually get a feel of how the cards will swing with the huge multiplier etc. The money achievements you have to basically base race and use the arrows to maximize profits before the swings become too large and the dragon achievements you would just need MASSIVE rng with the eyeballs. Overall though for the price this is a really dope strategy management game in my opinion. There is a glitch though where if you put the items in and give someone the boot it will give them whatever the score was from the made item even if you didn't give it to them and sometimes even though there's a score to move the bar it won't register on the first turn which can really smack you if you're trying to speed roll through.
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