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Faerie Alchemy

rated 4.18 / 5 stars
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Puzzles - Falling

Credits & Info

Apr 6, 2012 | 5:46 PM EDT

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Trainee 10 Points Unlock the 10th element.
Adept 25 Points Unlock the 11th element.
Master 100 Points Unlock the 12th element.

Author Comments

!! UPDATE: Medals should be fixed as soon as the new version decides to go live. Thank you everyone for your comments and suggestions! We read all of the comments and they are very helpful. We desire to make this the best game possible. If you want us to for sure see your suggestions please post them here:

What wonders await those brave enough to follow the alchemical path of magic? Transmute the magical elements together in your cauldron to form great and valuable creations. Collect resources to attain a masterful level of skill.

Faerie Alchemy is a game by Subsoap.

This game is also free on iOS and Android. Search the stores! We will be updating this game with MANY features, and we will be keeping this game free forever, no third party ads, no in-app purchase, no pay to play. Just a great game for free.

Current Features:

- Easy to learn but difficult to master game mechanics.
- Can you create all of the alchemical elements?
- Collect elemental resources for future use.
- Get and surpass local and online highscores!
- Learn the practice of alchemy!

This game is still in development. If you have suggestions for how we can make it better please join us in our support community:

Your 5-star rating motivates us to release more updates and make more games.



Rated 3 / 5 stars

you get a three from me on this game not because of any issues with the game itself....but because you didn't explain how to actually make the game start. not sure if the "Easy to learn but difficult to master game mechanics" was what you meant when you declined to give any instructions on how to start the game (ie. the arrow keys). i loved the music and this type puzzle game is very relaxing to me...but it's annoying when you have a game produced and deem to give no real instructions on the basics on the game. just my take.

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Rated 3.5 / 5 stars

Great concept.

My only complain is that the playing field is too small when you reach around 11 elements

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Rated 4 / 5 stars

Game was very fun and slightly difficult. I reminds me of Tettris somewhat


Rated 3.5 / 5 stars

Good game, very addictive. It was a bit vague on the controls but figured out that i could use the arrow keys rather than relying on the mouse to move the elements.

Maybe reward the player when they combine 4 or 5 elements at the same time or do a combo and have the high scores compared with other players other than just your own.

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Rated 2.5 / 5 stars

It's very pretty and polished, but the core gameplay mechanics need some major overhaul:

- give the player a better sense of progression. Watch how Bewjeweled structures its difficulty curve/level sizes.
- give the player more and better rewards for gameplay choices. Even if it's just a small glow, jingle and extra points when they combine 4+ objects or fuse another object together.
- as said below, make it clearer where the new object spawns
- dynamically alter the difficulty curve by introducing seemingly random tide-turners that have a higher rate of spawning if the player is in a pinch (a lot of unused objects for example). The lower the level, the more likely it's gonna help new players out when they need it.
- give players rewards for doing well, for thinking strategically or simply playing for a long time. Maybe tell them at the beginning of the level they can have 1 free tide-turner if they execute X combos. This doubles as an invisible tutorial in the first levels.
- give the player some sort of achievement after a game over that will make them want to play again, maybe a tide-turner, maybe a skin, maybe just an XP bar that fills up. Any kind of progression that the player knows will lead to something - unlike the seemingly infinite elemental fusion - will keep them going
- give higher level players additional challenges instead of tide-turners if they're doing /too/ well. Like petrified blocks that will only become usable if a reaction happens nearby.
- finally, depending on how long you want to stretch the game, build in checkpoints or make it easy for experienced players to get back to their limits so they can take pride in breaking that limit.
- nobody cares about highscore lists. Seriously. It's only relevant for like the top 10 players and this game really isn't of competitive nature. It's a casual game, your audience just wants to play something fun. If you want to give them a challenge, think about time challenges or the aforementioned "do these tricks and earn a tide-turner".

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