Weekly Roundup - 06/16/2023 - He’s is getting really ram-bunctious!


Art Packs

Sketch Packs

Patreon Builds

Hi everyone!

Animation work is progressing smoothly and the goat enemy is having a grand ol’ time headbutting Kinny, kicking her in the face, jumping around and just generally being a little bit too rambunctious!  Quite some moves he has developed and he isn’t even fully animated yet!

The Lewd Boy

Making steady progress on the animations. Here's a little preview!

I updated the sketchpack with the latest progress GIFs as well!

The Rude Boy

The goat might be our rudest boy yet! But I will let you be the judge! Here’s some early gameplay footage:

Before you get worried about difficulty, please keep in mind that this is just a test setup for the raw attack patterns! We haven’t really tweaked any of the timings yet at all.

We’re also not yet sure if we’re going to give him all those moves in one enemy or if we’ll divvy it up into enemy variations. I could also see a strong version of him being used in a mini-boss fight!

We also noticed that his agility also pairs well with the more simple attack pattern of the first bear variation we made. Once you get used to the goat’s combat rhythm, the bear attacks add an interesting layer on top of fighting the goat.

Haven Update

We’ve received new updates to the Haven tileset. We’ve moved from concepting the visual artstyle for the base tile to producing the core chunk of tilesets and the background. We should have some early gameplay footage pretty soon!

Updated Status Report

The status report has been updated to better reflect what we are working on. New minor enemies and Kobold Boss overhaul have been pushed back in favor of working on the new major enemy. Map system and water remain unchanged, tho!

Until next week! Cookie & Bunny

Overall Status Report

Upcoming Build Tasks

  • Goat Enemy: Prototyping attack patterns & Working on lewd animation
  • Map System: Base system done. Working on visual artstyle.
  • Water & Water Effects: Sketches done. Deciding which ones to go with.
  • New Levels
  • Further visual & audio polish

Long-term Projects

  • New Major Enemy: Sketching & Concepting
  • New Soundtrack Additions
  • Haven: Refining core tileset

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Comments

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(+1)

question if you dont mind, when will the next public build be as the currecnt download says its still from christmas, maybe its just a file name error on your part

Personally, I enjoy brutally difficult games, though this project doesn't seem to be going that direction, so its probably best to split it up into 2 enemies (Perhaps one with the gun, and one that jumps, and both get the headbutt). I like the idea of a miniboss that takes a simpler enemy archetype and gets some extra moves and health, (perhaps even a move that normal enemies don't get!) I'd eat that up. 

Wouldn't mind that being a normal thing for each area either, and now I'm just thinking about how cool a slime miniboss that launches slime everywhere when it lands would be.

(+1)

I do want to ramp up the difficulty! The main path is never going to be brutal, but I want to make optional areas that are very challenging for players who enjoy that, with their own little rewards. ^^