HTML5 RGB Potion Brewer

eimie

Member
Hi!

I made a little experimental game about brewing potions. You need to brew colored potions based on the customer's preference by mixing the red, green and blue tinctures in the correct proportions. Nothing special, but kind of relaxing, I think. :)



The link: https://www.eimie.de/rgbbrewer


EDIT: colorblind version: https://www.eimie.de/rgbbrewer_colorblind
EDIT: The Grayscale Potion Brewer uses only different shades of gray: https://www.eimie.de/grayscalebrewer

EDIT:
Mobile versions:
RGB Potion Brewer: https://www.eimie.de/rgbbrewer_mobile
Grayscale Potion Brewer: https://www.eimie.de/grayscalebrewer_mobile
It's highly recommended to use the mobile versions with a smartphone and in portrait orientation.


I'm curious about your opinion!

 
Last edited:

Xor

@XorDev
Nice! It'd be helpful if it was clear about how many colors will be combined (took me a bit to notice the LVL). Maybe show how it will look upon highlight?
Regardless, I like the concept!
 

eimie

Member
I tweaked the difficulty ramp by slowing down the level progress and inserted a small text that tells how many ingredients are needed. Thank you both!

Still open for feedback :cool:
 

eimie

Member
Sadly the game is nearly unplayable for me. It runs just fine, but I am colorblind, so half the time I'm just guessing the combination.
I made a version for color blind people: https://www.eimie.de/rgbbrewer_colorblind
This version represents the RGB color code as its numerical code. Unfortunately, of course, that's not the real deal. So if anyone had an idea how the colors could be visualized alternatively, I would be really grateful. :confused:
 

BenRK

Member
If it was me, I would make the colors more vibrant. I can't speak for every colorblind person out there, but for me, it's easier to tell colors apart when they're brighter. That's not fool proof, and you may have to "cheat" the colors to make them more distinct.
 
If it was me, I would make the colors more vibrant. I can't speak for every colorblind person out there, but for me, it's easier to tell colors apart when they're brighter. That's not fool proof, and you may have to "cheat" the colors to make them more distinct.
Unfortunately, I just don't think this is the kind of game that can be made colorblind-friendly :(
It'd be like trying to make a rhythm game for the deaf.
 
P

ParodyKnaveBob

Guest
Quick thoughts:

I like!

This experiment could be a great "mini-game" addition to a larger game, where you piece together your alchemic reactions to attempt to match unknown recipes based on this, rather than pure guesswork or other stuff.

Music's nice, adds to the whole relaxing thing you said. (My sister's off playing a game in another room and heard the music. She said multiple times how she liked the music of whatever I was doing. heheh)

Colorblind mode is super easy, and the unfortunate reason is that it's pretty much an entirely different game. I literally didn't even look at the finished jar. I just looked at the numbers and followed suit. Colorblind mode seems to be the real "issue" to fix here (because that seems like the real winner here if it can be done), and I'm thinking it'd have to come from a slightly different place. An idea or two:
  • Perhaps each jar becomes a different thing to mix, such as 1 is shade, 1 is texture, 1 is ~shrug~
  • or 1 darkens, 1 lightens, 1 ???, and the amount of darkening vs. lightening is different meaning kinda like quarks being up and down (and strange and others) but up and down have different charges thus up+down quarks in different quantities give us our protons, electrons, and neutrons
  • could be each 1 is a different texture all the same shade ~shrug~
I'm kinda liking the second idea since matching the shade of gray becomes its own fun, subtle puzzle game at higher difficulties (but I'm not sure what to do about that third jar, unless there's only 2 jars? but that might be too much of a game-changer for merely having 2 different modes of the same game? hmmm)

I hope this helps. $:^ ] Thanks for sharing!

EDIT: I forgot to mention, do with this what you may, but I was a bit disappointed in my first run when I got like 3–4 grays ($888) in a row. That said, my sister played it a bit. She said a solid couple times, "I like it!" While watching her play, it made me think, it might be a huge improvement if, upon getting a correct brew, you kept the correct brew onscreen for a second or two before whisking it away. Help reinforce the colors that you just mixed, let you bask in your correctness for a moment—that kind of thing. (And, since this won't ping you if I merely edit, lemme add an @eimie to this edit.)
 
Last edited by a moderator:

eimie

Member
First of all, thank you for all the great suggestions! :D

I adjusted the random number generator so that it doesn't output the same color twice in a row. In addition, the finished potion will stop for a second before disappearing.

The problem with color blindness will probably not be 100% solvable for a game that revolves around color recognition. Sorry @BenRK. I have now made a grayscale variant: the Grayscale Potion Brewer. To what extent the level of difficulty changes in the later levels, I cannot yet assess, but the form of the game is not as insignificant as the first color-blind variant. You can find it here: https://www.eimie.de/grayscalebrewer

When I find the time next week, I'll also adapt the whole thing for mobile browsers so that you can play the game on your smartphone.
 
P

ParodyKnaveBob

Guest
What a fast turnaround!

Thumbs up to non-repeating, and I like the other two changes very much. The grayscale version is a lot more fun than the "RGB colorblind" version—more significant, like you said.

Regards, $:^ ]
 
Top