Juice, the alchemist, is called to Caribou Creek to fight the demons that roam the lands. As your unique version of Juice you explore the wilderness that once was New England. Fight evil in classic action RPG isometric top down view and in bullet-time close combat.
Find and craft items with game-changing powers. Master BattleJuice Alchemist’s deck-building mechanics by arranging your compilation of flasks to suit your playstyle. Accentuate your character beyond character customization by using ritual magic as long-term buffs. Meet strange creatures from the Crossroads while the dark plot of BattleJuice Alchemist unravels.
UNIQUE ITEMS AND CHARACTER BUILDS
Loot and Craft
As an alchemist you wear no armor and wield no sword, but you rain down fire on your enemies. Find flasks with unique properties in the wilderness or craft them at your workbench. In deck-building fashion you create a compilation of flasks which you randomly draw from.
Unique Skill System
In BattleJuice Alchemist, your flasks are your skills. Every flask can be used the normal way and at times in a supercharged, "jucified" way for stronger effects. Some flasks have powers attached to them that drastically change their effects when used, which allows you to develop your own playstyle.
EXPLORE A DARK WORLD
Procedural Landscapes, Hand-crafted Towns
The world of BattleJuice Alchemist is separated into vast levels of procedural landscape. Every valley, sea, river, mountain, building, stone, tree and item is placed by a unique algorithm. This allows you to continue exploring after you completed the main story. Quest locations are still hand-crafted to tell compelling stories.
Dark Lands to Discover
You are influenced by daytime and weather effects and so are your enemies. But they are also buffed by the evermore spawning demons’ presence. Find dark altars to hold their influence at bay and discover many other secrets.
Classic isometric ARPG action
Fight your enemies from afar in classic top down view. Throw explosive or freezing flasks at them, prepare ambushes of explosive barrels. Use the “Frog Hop” flask to jump away from danger or right into close combat.
Close Combat with Bullet-time
Enter close combat with an enemy, where you can interact hands on by dodging or using smoke flasks to avoid being hit. Manage your resources and flasks during these intense one on one battles against your awe-inspiring enemies from the Crossroads.
this week I'd like to take you on a deep dive of how Patrick and I created a new enemy for BattleJuice Alchemist. Although I enjoyed being a solo dev a lot, I love working collaboratively like this. But this brings the challenge to establish pipelines and workflows as a team, where ideally everybody does what they are best at. So let me tell you how this little raven fella came into existence!
Patrick is an illustrator and animator by trade and has been helping me out for years before joining on a permanent basis now. He helped ironing out our art bible, so I did not need to explain to him any details of our guidelines and what we go for thematically and visually. I thought it best to make the skeleton and animations for our new winged enemy type myself, because Patrick does not work with them inside Unreal like I do. I wanted to get this done quickly without a lot of tinkering, so I asked Patrick to make a concept for our general bird skeleton. He came up with this within a few hours:
You can't imagine how much time this saved me. I am not good at visualizing concepts so I usually go into 3D right away and this sometimes turns out to not be very time efficient. But with Patrick's concept, I was able to create our bird skeleton really quick.
I then made the animations while Patrick started making the 3D model for the raven. As you can see, the bones in the skeleton are not bones as you would usually shape them for a flying creature: You would usually only make the bones of the wings, not the wing itself (a bit like Patrick illustrated them in green in his concept). I shaped the bones like full wings to be able to see how they overlap due to our segmented style.
In BattleJuice Alchemist we do not skin our characters, we segment them into individual pieces. This is not just an economic decision, but also because we are nostalgic for this art style. I asked Patrick if he wanted to say something about this...
"I’m a big fan of highly stylized game looks. Also working with segmented low poly characters, hand-drawn textures and cel shading creates unique design challenges.
For instance, imagine you’re trying to draw a classic cartoon chracter but it has multiple demon forms and was just frozen and shattered. Now you’re searching for pieces - wait which head is this or is it an arm? Will this edge be cel shaded or do I draw this outline myself? And remember, squares are divine and green is for demons! Well, working on BJA designs almost feels like ritual magic and I’m loving it."
In case you are wondering, he is referring to our color palette here, which does not allow the color green in any type or form ;) So Patrick made our raven model and textures and also designed the mutated variations.
I really like how everything came together and had a blast working on this. The raven is a very simple creature and I am sure you will be blown away with the more complex characters Patrick is currently designing.
This devlog has become long enough so I have to end it now. Have a great weekend everyone!
It has been a while since I updated the playtest version here on Steam, now the big base building patch is here!
Discussing our demo (which you can still play!) and looking back on Steam Next Fest.
How we improved textures to make characters more vivid.
Happy Holidays and Exciting Updates from Alchemical Works