One Potion Please!
by CoderGuy111
Game Details
- Version
- v1.0.14
- Developer
- CoderGuy111
- Engine
- Godot
- Status
- Completed
- Language
- English
- Censored
- No
- Updated
- 1 April 2025
About
You used to sell honest health potions to dungeon-delving adventurers. Now the dungeon's dark overlord has caught on, and she's got you brewing sabotaged potions instead, each one custom-mixed to transform and hinder whoever's about to walk through her door. It plays it for laughs rather than menace.
The overlord's leverage keeps you in the potion shop, matching brews to whatever poor soul walks in. Warriors get the breast expansion potion, unless they're squaring off against eyeball-demons who'd only get distracted by it. Give someone the blueberry potion early enough and they roll over and squish the adventurers coming up behind them. It's a point-and-click potion crafting loop: read the adventurer, pick the right bodily transformation, and stack the effects to sabotage without getting caught.
When potions alone won't cut it, cursed artifacts pick up the slack. The Skimpy Bra of Invincibility is a dead end, but the Bimbonomicon or the Heels of Borrowed Height can turn a stubborn customer into a pushover, and the local monsters are usually happy to lend a tentacle. There's a scoring system tracking how well each day's sabotage goes, for anyone who wants to optimize their potion-slinging.
Changelog
- Week 4 is now available on the One Potion Please
- score system overhaul (code wise. Should now perform as intended). Should fix the 5/8 bug on day 12, if played again.
- can’t use grabber off screen
- added color example to butt potion scroll
- Attempt at fixing day 17 soft lock for android users
- Fixed sandbox blueberry bug
- Fixed continue button tricky to click after first ads on day 17
- misc others I have forgotten to record.
- The gremlins’ numbers have reduced significantly. Might be settling down.
- In the meantime, on to week 4!
- Third time’s the charm. Fundamentally overhauled the glow system. Should work.
- Freezing issue fixed.
- Fixed 0 Gold bug
- Fixed that DARN bell showing up after it was used!
- Players are reporting freezing and crashing on in their games. No distinct pattern as to why has emerged, and I have been unable to replicate it on my own computer. I have tried disabling certain off-camera assets to see if those are bogging down the program and causing these freezes. Please keep reporting any freezes, and know that I am trying my best to rectify these issues! I thank you for whatever patience you can afford me, as I am but one guy.
- Fixed WalkingSpeed not saving properly anymore. Whoops!
- Switching to the more official x.x.x version format.
- Tweaked the “load/restart day” process which HOPEFULLY becomes more stable. People were reporting crashing.
- Fixed a Day 12 “Skee’s scroll not showing up” bug
- WEEK 2 is here! Includes: -The next 7 days of content -New potions -New artifacts -Two new monster NPCs, WITH COMPLETE ART! -The Sandbox Mode! (heavy alpha, expect bugs) -Saves for Browsers have been fixed to survive updates! (I think. Note: might need to restart from this update, and you should be stable against future updates. Hopefully. Download is always better for save stability.)
- Still a lot of temporary art, still a lot of unpolished menus, still need to find good background music (that’s proving darn difficult. This is a very unusual balance of atmosphere I’m trying to hit), but all that is steadily being chipped away at, along with the rest of the story.
- Also, I have opened the game up for donations! Please note, donations aren’t going to get the game out any faster; this is not a “maybe I can quit my day job!” situation. But if you want to show how much you’re enjoying the game with a donation, it’s quite appreciated!
- OH! LAST THING! You might want to replay day 7. There’s nothing new there, but… it’s going to pay to refresh your memory.
- Edit: Bug with “Box Mimic Game Over” and Restart buttons not working should be fixed!
- Pause button in the lower-left corner of the screen
- Colorblind Mode, available to toggle via the pause menu. Currently, it just spawns a scroll that lists the gem colors; barebones, but functional.
- Tweaked the curse scroll to highlight it can only be used on “OBJECTS”.
- Pending issues, to be resolved at a later date: -Quit button on browser version still non-functional -Saves on browser do not persist over version changes
- Holding a click down on an item for 1 second will emulate a right-click, displaying rules and descriptions of potions and items! Hopefully this means that the browser version is now playable for Android and Tablet users! I hope you all enjoy!
- Fixed a bug where Mages with Swords wouldn’t qualify for boob potions. Why? Because the darn code was looking for “LongSword” instead of “Longsword”! Darn capitalizations.
- Shifted the shelves around so the item shelves are a little more visible behind the speech scroll.
- Henceforth, I will be including a “.console” file in the downloadable Zip file. IF YOUR GAME CRASHES, try running the “OnePotionPleaseV0.16.console” file! A CMD window will open up, followed by the game. While the game runs, the CMD file should display any and all ERRORs the game gets. If your game crashes, and you send me a picture of that crash in the comments, it will help me figure out what’s causing the problem
- Included “Mimic Upset” in messages if mimic was sent a smart adventurer
- Modified some hints
- Fixed a couple more minor bugs
- Fixed some more minor bugs, including the “Load Day” buttons on the pause menu not updating on pause
- Mirror sliding SFX does not play if WalkingSpeed is over 10
- A couple minor graphical fixes
- A “Walking Speed” slider on the pause menu (reach it by hitting ESC), so you can make the adventurers move faster, if you want to hurry to the next puzzle.
- A “Wait for click before Adventurer leaves Mirror” toggle on the pause menu, for any of you who want to savor the post-transformation display before moving on to the next adventurer.**
- initial zone release
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