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First of all, thank you so much for your ongoing support!

So here is the next installment of our experimental builds. As usual, have fun messing around with this but first and foremost: We’re really looking for your feedback!

What’s in the build:

  • 2 new kobold types: Chargers and flyers
  • Experimental combat system: In this build, ammo and healing have separate energy pools. The blaster does less damage but ammo recharges for each melee hit for up to 5 charges. Healing charges by collecting the pink bubbles after KO’ing an enemy. If you collect enough, you get 1-2 healing charges.
  • Dodge rolls also have been reduced to just one.
  • You have the blaster from the beginning!
  • There is also an environmental preview of the upcoming planet. You can go there by going into the rift at the starting position.

What’s your thoughts on this type of combat? We felt that having the trade-off between healing and shooting didn’t feel quite right for Kincaid - it slowed the game down a lot and made the blaster virtually useless (unless you were forced to use it). With this approach we try to make the blaster a core part of the combat.

Please let us know if it worked or not. ^w^

Warm regards,
Cookie & Null

Comments

Dark Forge

Sadly I still can't download the game due to having a Mac. The only place I found was newgrounds and that is an old one and its on there server and it can be a little buggy.

Anonymous

to be quite honest, i'm not a fan of the one dodge roll. it makes fighting wolf too hard. leave that at two. also if you were going to go with that style of healing system. make the bar a little less and give it more times to heal. or make it expandable. Giving the blaster at first makes sense, and i like it, but it does feel like a later game object to have, especially since some of the puzzles you have seem to rely on having double jump and dash as well. still amazing to play and i love Kinny (i've been calling her Kincy) and look forward to seeing how much more goes into this game

cookiedraggy

Thanks for the comments! Having the blaster from the getgo was just for this experiment so playtesters wouldn't have to go collect them before trying out the new combat system. ^^ To offset the wolf's difficulty I reduced his health by a lot and you can damage him from afar using the blaster. But I found that people still haven't used the blaster as much at first... probably too used to the way the game played early on.

Anonymous

Liked the one roll idea. Makes the game richer, because you no longer dump from a large number of enemies. Also, the boss became a little heavier, I had to take care of myself and not dodge from him every time. But with ranged combat, it still turns out to beat everyone up with his paws, and he used plasma as a finishing tool. Regarding the starting forest. It looks great, but somehow, in my opinion, the music does not fit into this location. And a few more words about the blaster - there are no opponents that would be easier to defeat with it. Let's say kobolts with shields. Or the same stunning is not. I don’t know yet how to adopt a blaster, except for additional damage for bosses and a key to the door.