There's a new alchemyst in town, and happens to be you.

You play as a young guy who just got into the old art of alchemy. Your plan is to find materials and make reactions with them to create new exciting new materials.

You play the game with the wasd keys to walk around, with the e you can interact with the world, and with q you can gather things. With TAB you open your inventory.

You can clear your inventory with the c key, to try other reactions. I noticed a last moment bug, when using c, the inventory is cleared, but the inventory still shows the items until they are replaces by something else, this only an optical issue, the c button does what it is supposed to do.

In this prototype you can interact with the machines in your little workshop where it uses the first items in your inventory. 

Every 5 minutes you switch from day to night, it's up to you to find out why the night is important.

Have fun with this first glimp of this new cosy game with a puzzle twist. 

The Game Design document of this game can be found here:

https://docs.google.com/document/d/e/2PACX-1vQwHPTRav8IyAbxKKIRT0fibpW7PM9T-Vq2u...

Comments

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Some tips for improvements:
I assume you are using Ray casts for interactions. Instead, you should probably use shape casts or Colliders to determine what the player is trying to collect. At first, I've found myself having trouble to collect anything. Once you have tool animations it may be more obvious where the area is the player is collecting, but without any tools my Instinct led me to stand directly on the thing I wanted to collect, which didn't work. And even after finding out, getting the alignment right was a bit tricky, which is why I'd suggest using more generous methods for detecting interaction.
Movement speed felt a bit too slow, just walking from the house to the forest felt tedious and without anything interesting in the meantime, it's just a bit tedious.
Having some graphics in game to show what buttons actually do anything would also help a lot, while TAB for inventory is seen in quite a few other games, other common keys would be 'E', 'I' or 'B' and even just having a small graphic showing the tab key (and other keys your game uses) would help a lot for new players.
Later on in development, always showing what each button does is also not the best idea, as it would introduce clutter, for then there are many ways to deal with this clutter. An example would be showing "Q" above the player if they look at something collectable.

As there are no sounds or music yet and the art is just placeholder assets from some asset pack, I won't give any feedback on those.

I think this is probably your first or one of your first games you made in unity. And while the Idea is good, it's also ambitious. I'd advise making some smaller games first, improving your skills, learning about the engine, learning about the mechanics you want to implement in this game. Once you've made a few small games, you can come back and use the knowledge you've gained to really make it the game you want it to be.

Even though this game is still lacking in quite a few ways, I'm glad you decided to upload it. The Idea sounds interesting and with more time and experience this has the potential to become a good game. Best of luck with the rest of your development process, I’m excited to see how your game(s) evolve(s).