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Devlog - 01/27/2024 - Cookie shows you his orbs!


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Sketch Packs

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Hey all!

January has come and gone. Here's the stuff we've been working on in the past two weeks. But first, let me highlight the most recent build again for those that have missed it!

Grab Kincaid 2023.12!

You can grab the build here: https://www.patreon.com/posts/95514765

New Player Animations

I kept picking away at miscellaneous animations that are still unfinished or needed placeholders.

It feels really good to nudge more and more of these to production ready!

Kincaid Ledge Grab

At the moment Kincaid just kinda snaps to the edge of a ledge. It worked but I always wanted to add a little bit of an animation to it to show the impact.

I took a page out of Iconoclast and made two versions of it, because I think the game does it really well and it looks pretty!

Heavy Land + Stand up

The heavy land right now just reuses one frame of the duck animation as a placeholder. But a hero needs a proper hero landing pose, right? ;3

In-game I will add some dust particles to finish it off. :3

By the way: Some people don't know it but you can actually spend your dodge roll to break out of the heavy land on impact!

Flapper Outpost Polish

The cartoony fist fight cloud was still using some uh... programmer art (Sorry, Null uwu) so I made a nice animation and some particles for it:

First Encounter with Kaha Progress

A lot of polishing and combat tweaking has been done to the fight. We’ve played this fight so much now that it starts to feel too easy and predictable, so we’re considering putting this out as an Experimental Build for patrons soon! It will be very rough around the edges still visually and probably super buggy, but it is going to be an early boss fight and we don’t want to make it too hard. But also not so easy you fall asleep. Balancing is tough!

Projectiles and Visual Effects

Visual effects is a topic I'm honestly a bit scared of! Making flashy, nice looking visual effects is super daunting. I spent a lot of time this week analyzing visual effects and trying to find a style that looks nice and is also moderately fast to produce. I want the game to look flashy and fun, but I don't want to spend endless amounts of time working on and tweaking VFX - all those tasks would take away from production of the good lewd stuff.

After a couple of experiments, I think I found a style that looks good in the game and is relatively fast to produce and iterate on (ie. going through multiple revisions without too much wasted time).

Here are some of my sketches and experiments:

Still not super happy with the big projectile... But for the small one at least I landed on a version I am happy with that will go in the game:

A new CG is in the works!

We're in the concepting stage of the next CG but there is bearly anything to show yet!

Overall Status Report

Upcoming Build Tasks

  • Kaha Boss Fight #1
  • Visual Polish
  • New CG

Long-term Projects

  • Soundtrack: New Soundtrack Additions
  • Haven: Working on backgrounds and props

Get The Adventures of Kincaid (18+)

Comments

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Hey this is probably a long shot... But I was wondering if you were ever going to add a playable male character? I would HAPPILY buy this game when/if that happens. If not that's totally understandable too, it's your game after all lol. Hope you have a wonderful day ☺️

Are you going to be using both grapple animations or just the one? I think I  like the second one a little better. Looking forward to the next build

Awesome!