Games Achievements My Kong Sign In

Comments for Alchemy Idle Clicker

« Back to Alchemy Idle Clicker

TbobFreak

Jul. 14, 2016

Under rating threshold (show) I really wish we could sell things, would make it a lot better when I accidentally buy one too many of a herb and have to re-adjust my WHOLE farm so that my OCPD stops ticking.

+ - !

(-1)

gianjefferson1

Jul. 13, 2016

Under rating threshold (show) HEY NOT LOADING!

+ - !

(2)

deleteduser

Jul. 13, 2016

Under rating threshold (show) having a manger on the ~X32 level kind of kills the game for me.

+ - !

(0)

relcor

Jul. 13, 2016

Under rating threshold (show) here is a suggestion to make the buying area less cluttered, have the items in "boxes" that you can open/close the boxes as you desire, the boxes should consist of 2 greens that make the yellow in a yellow box, the 2 yellow to make a blue in a blue box, and so on and so forth, hope you like my idea :)

+ - !

(-1)

Desmer69

Jul. 13, 2016

Under rating threshold (show) I think it's awesome that you have been so good a

+ - !

(-1)

alveolate

Jul. 13, 2016

Under rating threshold (show) is the sandbox placement area even necessary? most of us just end up annoyed bcos we can't line up the icons. it doesn't affect gameplay at all. you could clean up the entire UI by getting rid of the placement area. just arrange all herbs logically/hierarchically, then unlock them when they're up, put buy/sell buttons for each icon, and still allow clicking portrait to speed up. then, have a separate popup for summary.

+ - !

(0)

Yakscadhrontyll

Jul. 13, 2016

Under rating threshold (show) Aaaand a managing system with that you can decide how much to sell from a certain kind of product and how much you want to safe for further crafting. (Sorry for almost spaming, got lots of ideas. :) )

+ - !

(-1)

Developer response from RevelBase

Don't worry, the ideas are great. It's more a matter of prioritization, but they are on the list now :)

Yakscadhrontyll

Jul. 13, 2016

Under rating threshold (show) Furthermore: Some kind of clip that sticks boxes together or at least hinders them from overlapping. Either with that method or with different kinds of group selection tools you should be able to move groups of boxes so they won't lose their formation.

+ - !

(-1)

Zhellex

Jul. 13, 2016

Under rating threshold (show) I think that you could make the system in general better by making it a "tier" system. Have the buy and sell have categories drop boxes instead of a long list. You already sort of have it started with the colors, perhaps just use the colors, "Tier 1" in green, "Tier 2" in blue or something, just ease of access. I do like the game and will get a 4/5 from me. :)

+ - !

(-1)

Developer response from RevelBase

Thanks for the suggestion. Yes, the buy and sell lists are to long after a while. I will think about this suggestion and some other ideas, but it needs to be improved somehow.

Pranstic

Jul. 13, 2016

Under rating threshold (show) Not bad, not bad at all. Could do with some more in-game options. Maybe some in-game achievements. Just go easy with your game, though. Add new mechanics and improvements as you go along.

+ - !

(-1)

Cydira

Jul. 13, 2016

Under rating threshold (show) Ugh. I can't buy a manager? I have to watch an ad? Nope.

+ - !

(0)

Xxoonertha

Jul. 13, 2016

Under rating threshold (show) Nice game, nice music nice middle menu. But the menue to buy stuff might be on this form : plant, plant, potion...

+ - !

(0)

Satyr

Jul. 13, 2016

Under rating threshold (show) idea was nice but everything screwed up in result

+ - !

(0)

Zarcus_

Jul. 13, 2016

Under rating threshold (show) * The Clicks Gives You...Determination.

+ - !

(-1)

MypupT

Jul. 13, 2016

Under rating threshold (show) The dandelions are murder. To make the yellow potion I need 1344 of them and 224 of the other ingredient. With the dandilions costing 84.2E12 at only 924, this will take forever, and I still need 128 more yellow potions to make enough to mix with the orange potion.

+ - !

(3)

Developer response from RevelBase

I tweaked how much resources are needed for some potions with the newest update. Thanks for the detailed feedback.

anonymouse17

Jul. 12, 2016

Under rating threshold (show) Yakscadhrontyll, the instructions explain how to buy in bulk. However, I agree with your other statement about selling upgrades.

+ - !

(2)

alveolate

Jul. 12, 2016

Under rating threshold (show) omg sunflowers. halp. pls increase sunflowers per stack PLEASE

+ - !

(1)

Developer response from RevelBase

I tweaked how much resources are needed for some potions with the newest update.

PlanetAon

Jul. 12, 2016

Under rating threshold (show) This is one of the better idle games I've played. There's a lot of strategy involved. A few suggestions, though? It gets a bit jumbled, and a bit of an eye sore once you've been playing a while. You might want to find a way to link the ingredients physically to the resulting potions via drag and drop. Once this is done, the animation should drop the ingredient directly into the potion, replacing the counter on the right. This way, they are not all over the screen, and you don't have ingredients flying everywhere, but you still see the animation. You might want to port this to steam, too. I'd bet you get sales, and people would be able to play it full screen.

+ - !

(4)

Developer response from RevelBase

Thanks, glad you like it and also thanks for the suggestion. I generally like the idea and will think about how this could be implemented. I'm not sure about Steam. Of course I would love to release it there, but I think the production quality is currently not good enough.

Yakscadhrontyll

Jul. 12, 2016

Under rating threshold (show) I don't know if it has been mentioned already, but here are my suggestions in order to make the game even better (it IS nice already ;) ) : 1) Would be great if you was able to sell some upgrades. At some point when you have bought too many upgrades for a potion by accident, you aren't able to fit the requirements because the ingredients' prices become to high. Result is, that the numbers produced are lower than the numbers needed. Then the producion ceue is stuck, and your income is cut off. 2) Buy (and of course sell ;) ) 1, 10, 25, 100, max upgrades at once. At some point it becomes annoying to buy 100 upgrades manually. Sorry for my bad English.

+ - !

(1)

Developer response from RevelBase

As anonymouse17 already mentioned, you're able to buy multiple units by holding down shift and/or control.

Beengalas

Jul. 11, 2016

Under rating threshold (show) Forcing me to watch 5 min video every 30 min is gonna make me hate you.

+ - !

(0)

Beengalas

Jul. 11, 2016

Under rating threshold (show) For love of god please make a grid system that locks the pieces together! Damn this is annoying!

+ - !

(5)

Developer response from RevelBase

It's not a real visible grid system, but with the newest version the production units snap to a grid-like position. I hope this helps to arrange them.

Imreallyawesomee

Jul. 09, 2016

Under rating threshold (show) You should give us the option to renew the auto trader before it expires to compile the amount of time. It's probably more revenue for you and easier for us.

+ - !

(1)

Developer response from RevelBase

Thanks for the suggestion. You're totally right, I've added this with the newest version.

chrissanjr1

Jul. 09, 2016

Under rating threshold (show)

+ - !

(-9)

sk0976

Jul. 09, 2016

Under rating threshold (show) Suggestion for the unpractically long buying menu: Make it possible to buy a herb/potion by clicking on the producer (maybe in combination with ctrl/alt/shift/etc too). One problem to solve there would be to distinguish moving from buying. For manual selling there could be a switch (buy/sell) and use the producers as well.

+ - !

(12)

Developer response from RevelBase

Clicking the producer is not only needed to move it, but also speeds up production. I like the idea that upgrades/sells are done on the producer, but you would probably need multiple buttons on it. I will try this out a little, but it will probably be some more work and I can't promise anything. But thanks for the great idea!

Firegamer4

Jul. 08, 2016

Under rating threshold (show) I love it, but it needs fixing. Having only a temporary manager isn't cool; Have it so that you can buy a manager with in game money for each individual ingredient/potion/etc. The ads can help get a 2x multiplier for 30 mins.

+ - !

(4)

Developer response from RevelBase

Interesting idea. I need to think about if and how something like this could be integrated.

Malefactor666

Jul. 08, 2016

Under rating threshold (show) To produce 24 of the first potion with the orange background (we need names for the herbs and potions too btw), I need 864 "dandelions". One of this potions sells for 2e6. One dandelion more costs 21.8e12 . This doesnt feel right.

+ - !

(2)

Developer response from RevelBase

I tweaked the resource costs with the newest version 1.6.0. I hope this is better now.

kronokiller

Jul. 08, 2016

Under rating threshold (show) the ability to sell your producers would be nice for organizational purposes as well

+ - !

(1)

Developer response from RevelBase

Thanks for the comment. I'm considering a downgrade button or something similar. On the other hand there shouldn't be a reason to sell your production units, because they only have a positive impact, at least numbers-wise.

kronokiller

Jul. 08, 2016

Under rating threshold (show) how about sell all and reduce all timers to 0 just for people with ocd

+ - !

(3)

Truegamegame

Jul. 08, 2016

Under rating threshold (show) Makes fun <3

+ - !

(0)

fighter106

Jul. 07, 2016

Under rating threshold (show) for God sake hit 5, developer is doing hard work. If you guys motivate him with good ratings, He would like to work more for this addicting game.

+ - !

(3)

Draconis1

Jul. 07, 2016

Under rating threshold (show) I'm confused. How do we hire a manager? I'm on the x64 stage and still don't see this option anywhere

+ - !

(0)

Developer response from RevelBase

Normally a popup appears. If this doesn't happen, it's probably because there is no advertisement available for you. This could be because of your location or because you watched too many ads for the day already.

gentlejon1980

Jul. 06, 2016

Under rating threshold (show) Offline progress would make this great game even greater.

+ - !

(2)

ississ

Jul. 06, 2016

Under rating threshold (show) Manager window displays text now, but it doesn't always activate. There seems to be an issue with activating adverts when another tab is open. I had to completely turn off animation for the game to stop lagging. Otherwise superb, I love cascading recipe idea, looking forward to planned improvements.

+ - !

(0)

tcu1

Jul. 04, 2016

Under rating threshold (show) "The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings." Vista32, FF

+ - !

(1)

Developer response from RevelBase

The game is set to 128mb memory, which is really not that much. For me it sometimes helped to close some tabs and/or restart the browser. You could also try another browser.

Aryz

Jul. 04, 2016

Under rating threshold (show) Thank you very much for the changes implemented today... Happy 4th to my American cousins! The auto-sell toggle is great and I will once again start clicking on the manager tab since it will not sell the item I need to save up. I hope you have taken most of the suggestions as constructive and not complaints ;)

+ - !

(0)

raginmjolnir

Jul. 04, 2016

Under rating threshold (show) Your answer to not implementing a sell-all button and instead opting for your auto-sell is a complete cop-out. Production of materials is automatic, which means that if you did happen to sell all of your products you would have only to wait for them to be replenished. As this is an incremental game, waiting is part of the process. The true reason that there is not going to be a sell-all button is told in the process by which the auto-sell is obtained. Ad revenue. At least be honest about it.

+ - !

(1)

Developer response from RevelBase

Earning money via ad revenue was one (important) aspect of the decision, because it was in the phase directly after I implemented the ingame-reset for level up instead of reloading the page. Because of this the starting ads weren't shown after a level up anymore, which resulted in a significant drop in ad revenue. But there were other reasons too. For example I feared a bigger lag when everything is sold at once. Of course it would have been possible, but with a similar effort. In general I think the auto-sell is a more convenient way, especially with the new on/off-toggle, if you want to save a specific resource, as it was requested by multiple players. At least I think it's better to watch an ad for 30min auto-sell (and other benefits) than watching an ad to sell all inventory. ;)

gentlejon1980

Jul. 04, 2016

Under rating threshold (show) Offline progress, even at a lower rate than being online would great. But knowing nothing of game programming, not sure how hard that would be to implement.

+ - !

(0)

Developer response from RevelBase

Thanks for the feedback. Offline progress would be indeed a nice addition, but I don't know if I'm able to implement it without rewriting most of the game.

firedragongt

Jul. 03, 2016

Under rating threshold (show) Not if you want to make more of the last potion. That's the limiting factor. I overproduce the second orange background one compared to the first.

+ - !

(2)

SofaLionInc

Jul. 02, 2016

Under rating threshold (show) @firedragongt Have you tried buying not the yellow flowers? there are much better things to buy.

+ - !

(-1)

firedragongt

Jul. 02, 2016

Under rating threshold (show) Getting to E21 is going to take ages. The number of the first yellow flower needed is way to high. Compared to the 15 of the olive things I'm using, I'd need over 4000 of the yellow flower. The yellow flower is *more* expensive at that point than the last potion.

+ - !

(3)

Developer response from RevelBase

I tweaked the amount of money needed to get to the higher mutlipliers with version 1.5. I will take a look into the yellow flower, thanks for your feedback.

galstern251098

Jul. 02, 2016

Under rating threshold (show) you should make a update that will let us know how many times we have upgraded our stuff to make things easier

+ - !

(0)

Developer response from RevelBase

Do you mean that after you build something 10 times, it shows a 10? How would this make things easier?

deleteduser

Jul. 01, 2016

Under rating threshold (show) Advertisement requests are broken.

+ - !

(-1)

fighter106

Jul. 01, 2016

Under rating threshold (show) Underrated: This game must be 3.8+ and featured with badges Please revise you ratings guys Support the comment for badges.

+ - !

(7)

Developer response from RevelBase

Thanks for the comment. I would like to have a higher score and badges for the game of course, but I can understand the score, because some players still experience severe lag or cannot even save their game. Sadly I fear I cannot improve this without reimplementing most of the game. :(

Steffe2

Jul. 01, 2016

Under rating threshold (show) Toggleable (with a hotkey) "snap" would be nice ;p Also, the animations seems to slow down gain, depending on how far away from the "target" they are. Or it's just my imagination, but it feels like it. It should just be instant, especially if you turn animations down to lowest.

+ - !

(2)

Developer response from RevelBase

The distance shouldn't matter. The animations move faster when the target is farther away. The production already starts when the animation starts (as long as both resources are available of course). Assuming that I haven't introduced a new bug, the production should take 3 seconds while the animation is shown the first 0.5 seconds.

MarkJ430

Jul. 01, 2016

Under rating threshold (show) maybe an upgrade button where you can multiply how many plants/potions or money, or where you speed them up?

+ - !

(1)

rowan8041

Jul. 01, 2016

Under rating threshold (show) Thank you for all the hard work you've put into improving your game the last few weeks. I know a lot of people like to say "change this" and "i hate that" and whatnot, but I think we need to stop complaining and recognize when a dev actually works on improving a game.

+ - !

(6)

Developer response from RevelBase

Thanks for the kind words. Constructive feedback is always welcome and even complaints are better than indifference :)

Zyphrexi

Jul. 01, 2016

Under rating threshold (show) needs focus or numbers don't go up. It's pretty annoying. Makes me not want to play.

+ - !

(-2)

thanh_maitrung

Jul. 01, 2016

Under rating threshold (show) You need to make manual-auto sell to each item when we get sponsor from video. This helps to save the missing elements for highest value item for selling.

+ - !

(2)

Developer response from RevelBase

With the new version 1.5.0 you are able to toggle auto-sells on and off.

deleteduser

Jul. 01, 2016

Under rating threshold (show) Adding to what genglejon1980 has already stated. A manual restart would be very nice to have considering how easy it is to screw up production. As in building too many higher tier buildings that function at 1% efficiency due to prohibitive lower tier prices. Considering this game actually requires detailed planning having manual control over resetting is a necessity.

+ - !

(1)

Developer response from RevelBase

Thanks for the feedback. I haven't expected this to be a reals issue, but I will see if this fits in one of the future updates.

meownomnom

Jul. 01, 2016

Under rating threshold (show) I lost Adam. Woke up without the watch an ad, seller guy so I refreshed and saw there's an update but still no Adam. :( He didn't even say goodbye.

+ - !

(0)

Developer response from RevelBase

Is Adam back again or are you still missing him? :) Where are you from?

  • add a comment
Developers Players Support YouTube TikTok X (Twitter) LinkedIn
Join the conversation Join Discord
Terms of Service Privacy Policy Code of Conduct
© 2026 Kongregate