Thanks for the feedback Whackado! Yeah there are areas we can still improve upon, and ultimately the essence of trial and error was included so that players can discover things for themselves.
Subscribe to the TouchArcade YouTube channel After the first hour with ChemCaper i have realized that I have way more fun with the Game then I probably should and that has a couple of reasons: First at all I really enjoy those animated cutscene that do pop up now and then to tell more about how the Story does envolve so kudos to the Team back in Asia that did here a great job with those. If it comes to the Core Gameplay Mechanicsthe Game feels like your classic Action RPG with an unique Magic System that will take you some time to work out everything till you have understood the basics of it so don`t expect to be complete aware of how it does work after you have finished the Tutorial. Tapping or pressing and holding my Thumb on the screen to move around on the Map was at the first time a little bit confusing but I got used to it after a short among of time also I have to mention here that a Virtual Joystick would help those that got over the last couple of years used to it so the Team from Ace Ed-Venture should really consider adding that option at a later point to the Game with one of the following updates. The Magic Fighting System and how the Crafting/Tracing in the Game does work was kinda confusing the first couple of Minutes during the Tutorial but after I had done it on my own a couple of times InGame it kinda felt intuitive and I had no issues with it at all. What I have indeed an real big issue with is how the Game does proceed after like the first twenty - thirty Minutes InGame when you are the first time released to do what you want and have to return to your Friend Tel. Starting from here on the Game somehow does become a huge grindfest where you have first to Level up and collect enough Coins InGame to be able to expand your fighting Animals since you at that time suddenly only own one Animal is totally underpowered to even survive a single Round with some of the Basic Mob Groups if there are more then 2-3 Members in their Group and/or even the first Boss Fight. This definitly needs to get reworked or the Starting Team of Petticles needs to get expanded as soon as possible to something equal like during the first Fight InGame since at the current moment it`s like a huge Wall that someone would run against without any way then grinding (At least 30-60. Minutes!) for some time to be able to afford to expand and move forward in the Game to the first Boss Monster. We are talking here not about a Moment in the Game close to the end but already after the first half an hour into the Game where it`s get really messy This has to get fixed!. Besides this I still enjoy playing the Game currently but the Game definitly needs to get reworked since the Start is just too rough!
Thanks for the insight Sanuku! We're glad you're enjoying the game for the most part. To address your troubles with the battle, it doesn't actually need to be a grindfest as you're able to bond more Petticles for more firepower and different combinations add different attack combos in your battles. We hadn't encountered any issues with the level of challenge through our alpha and beta tests, even now in its release I hope this is of some help. Thank you very much for the feedback once again.
Seriously hoping you can keep this IAP free. That being said, this is an amazing game. Console quality! One of the more polished experiences on the App Store. Think Pokemon and the first Mario Rpg having a baby... And that baby knows chemistry. Combined with an easy to use control scheme and sense of stlye that smacks you in the face like your physics teacher when you fall asleep in class + you have a fun experience that is easily worth the money!
Thank you for the amazing feedback jsrco! We really appreciate the support even since the beta glad you're loving the game. We'll make the future ones even better.
This is such an awesome idea. I loved taking chemistry in high school and college even though I've barely grasped it.
International Release? Hey dev, can you make the game more available around the world? I'm waiting for this to hit the Japanese AppStore. Thanks in advance.
Still considering this. Looks like a good rpg game. Chemistry was never a weak point of mine so the interest is merely as a game (I do enjoy chemistry though)
This looks pretty cool. Can anyone offer any insight to about how many hours this first chapter is? I realize time is based on the player so maybe just an estimate? 5-10 hrs, 10-20, 30+? The reason I ask is bc of the $8 tag for chapter 1 of who knows how many. Thanks!
Hey Duke12 and senkoujin, the goal's to make it available to more parts of the world! however the localization of languages will take some time. As and when that's done you'll definitely hear about it. Thanks for the interest, guys! Thanks for the compliment, klink! This could be one more way to grasp the subject, and more fun too! Great to hear that Chemistry rubs you up the right way you'd still be able to enjoy ChemCaper if an RPG is what you're looking for. Thanks maxbrickem! Average play time for Act I is about 8 hours, could stretch longer depending on one's play style hope that answers your question.
I've played this for about an hour. I definitely appreciate he innovations here. I think some of the potion crafting-tracing might get old but not yet. My Pericles don't seem to be getting any experience. I'm level 6 and I've got 6 or 7 of them now. I've never been into Pokemon type games but for some reason, maybe the he mister angle, this is cool. Update: it seems like the level of your petticles are random...I got one just is level 2, and so I tried making 4 or 5 more but they were all still level one. Is there something to do to increase likelihood of a higher level petticle?
So I'm in the 2nd area and there is a book for sale that has a bond increase of 10%. With that equipped, I made 5 brom-broms and two of them were level two. So there is bond %, does your character's level effect that? How high does it go? Mm. I get the feeling I'm all alone in this thread #
Apologies for the late reply Solarclipse! Yup, as you've rightly spotted Petticle levels are random upon being bonded, and the maximum level of Petticle you can bond is 3. We're in the middle of tweaking this mechanic to give it more significance, hopefully we'll pull that off. There will be additions to the potion crafting as well, perhaps in future games as this first act touches on Chemistry basics. Which means that players can expect more play features and game mechanics in future acts as we delve further into more advanced Chemistry topics.
So far, my 9yo is really enjoying this game. There are a few sticking points though, which make the game most appropriate currently if there is a parent helping, rather than something that is directly accessible to kids: - since its educational, I would really like to see a way to quickly learn the 'real' facts associated with a "petticle" molecule. Maybe an optional button that would pop up cool chemistry facts related to the current selection? - destroying the elements when the wrong "bond" button is pressed-- this is way too harsh for a game aimed at a younger audience. I had to teach my daughter how to kill an iOS process & re-enter at the last save point, quite painful! Even worse since the bond rules are rather unclear. - there should be "quest arrows" always aiming at the next objective, or at the closest available quest. Again, need to think of the needs of the younger audience. Anyway, devs, please consider these ideas, & keep up the good work!
I'm on a quest to fix a portal in the second zone. But I had put the game down for a week or so and now I've looked all around and am feeling pretty lost. And I'm an adult who games it up quite a bit in his youth! So yeah, either a better quest log that has more direction in it or arrows. I think improving the quest log would be less obtrusive and maybe even an easier fix programming wise. Devs, thanks for answering my question. Level 3 must be like a 1 or 2% chance...so would he 10% bonus make it 11% for example or from 1 to 1.1? When are you thinking an update might be released, as well as additional chapters? I often don't like getting chapters because I lose he flow of the game when I have to wait a while, but I wanted to support everything you are doing here. I'm an educator so there's some of my bias
Hey erikseligman, we're glad to hear you and your kid are enjoying the game! Totally hear you on the real facts and that's why we've got the Chempendium (accessible Roub's menu on the top left) as a simple bridge between characters, Petticles, and environments of ChemCaper, and real-life Chemistry. Likewise with the quest markers, we're working on implementing them in a major update coming within the next couple of months. Initially thought "let's let players explore", in theory In practice now, we do see how it would be helpful to have a little guidance, at least to point players in the right direction. And we'll also take the feedback about destroying the orbs into consideration Thanks so much for the feedback and support!
Hey again Solarclipse! Thanks again for the feedback, yup as mentioned above we're working on updating the quest markers we hope that will be helpful for present and future players. This should arrive within the next couple of months as mentioned above. 10% bonus would mean on top of the current chances, so you're right in saying that if it were 1% right now, +10% would be ~11% We anticipate the next act sometime next year. We would love to deliver each act sooner but seeing that 1. We're a small indie team, 2. We're teachers in our day job, 3. Translating Chemistry into game elements and mechanics that make sense while retaining sound fact, it takes time to overcome these challenges We had thought about keeping it within one game when we started on this close to 4 years ago, but cramming 4-5 years of high school Chemistry into one game would've been too much. Thinking ahead, it made sense to create each game to correspond with each year of high school. Rest assured, Act II will be packed with even more content and game mechanics for players to enjoy Do be patient with us and hang in there. Thanks again for the feedback!
ChemCaper: Act I - Petticles in Peril is having a limited time promo at $5.99! On top of that, we've been listening to all your feedback so here's what's new with update 1.2: • Clarity for attack names. They pop up! Boing! • NPC names and improved mini-map. So players don't go wandering in the dark. • Polished dialogue. Ooo, shiny... • Petticle skills and combat balancing. You're the Yin to my Yang. Thanks everyone! If you haven't already, get your copy of Act I now!