With July finishing in a week and a bit, it’s time to give you an update on Inkulinati’s development. What have we been up to? And what have we done so far? In short, the work on our game is progressing! We have some news as well as inside scoops that we want to share with you below. Grab a seat, grab a drink, and take a look at what we’re cooking.
First up, the big news. Inkulinati is just about to go GOLD! What does that mean? Well, it’s an industry-inside term used when your game is “content locked”. And “content locked” is when all the content that we want to have on Day 1 of release is nearly complete and inside the game so to speak. The last few months were really, really intense for us as we want to get this huge milestone done and dusted as soon as possible. We’re nearly there. It’s a big step that brings us closer to release.
Next up, controls. We always wanted to make Inkulinati as easy to play as possible. Are you a keyboard and mouse kind of player? Great - we’ve got you covered. But perhaps you’re more of a fan of a controller? Well, don’t fret, we’ve got you covered as well! We know that many of you like to play games using a controller and we couldn’t release the game without that option. We’ve also made some medieval manuscript-style controller in-game icons too. Check them out.
All the Xbox buttons, on one screen.
Xbox controls in action on one of the menu screens.
On the audio side, our composer Olek has been working tirelessly on Inkulinati’s soundtrack and soundscapes. Actually, let us show you what he made. Give us one sec… Ok, got it! Here’s a little exclusive glimpse of the battle music, straight from an intense Inkulinati battle that took place not that long ago. Have a listen to it right below and let us know what you think!
We’ve also been working on localization, implementing different languages into the game. Here’s the Master passing on his thoughts in English, Polish, Italian, German, and Korean!
And last but definitely not least - a little tease. We’ve been working behind the scenes and we were able to establish a partnership with a well-renowned artist from the medieval scene. Who is this person, and what are we doing together? We can’t say for now, but we are working on something that we hope you will like a lot!
Now, a few humble words from us. We know that you are waiting for Inkulinati for some time now, and we know that we’ve mentioned a release window of 1st half of 2022. Unfortunately, we weren’t able to make that timeframe. We know that this is probably the last thing that you want to hear. Delays suck. However, we are giving our best in getting Inkulinati to your hands as quickly as possible. We are working hard on the game itself and behind the scene too. Our publisher is also helping us out in making Inkulinati the best game it can possibly be. Soon we will be revealing more of our game (perhaps at Gamescom *wink* *wink*). Give us just a little bit longer. Give us a bit more time so that we can make Inkulinati the game that it deserves to be. We will have some more good news to reveal soon. Like, real soon. Trust us, they are really good news. We hope that what you will soon see and hear will be worth your patience. We just need a little bit more time…
Speak to you soon,
Your Yaza Games Team
New Battlefield backgrounds and a peek into non-battling locations
Welcome Inkulinati Masters in training,
Today class I wanted to share some new Inkulinati screenshots that were delivered to us straight from the Yaza Games studios. It seems that the team have been working on making our surroundings more interesting and in shaping the single-player campaign. Let’s have a look closely at what they sent us, shall we?
Arthur, pay attention! This will be in the exam, I can promise you that!
What do we have here??? Oooo yes, yes. It seems that we have here a little glimpse into some of the backgrounds in which your battles will take place. Depending on where you are on your journey, be it in the woods, the town, or Hell itself, the screen shall reflect your surroundings. After all class, out in the real world, an Inkulinati battle can strike at a moment’s notice! Be vigilant, be prepared, and don’t gaze at the backgrounds for too long. Yes, I am talking to you, Hugo.
What else do we have here? Ahhh yes. Very interesting! It seems that we also have a peek of some non-battling locations from the single-player campaign. On your adventure, once and if you graduate, you will come across people and locations that can help you in your quest. However, you will need to make decisions on how to approach them, so for all our sakes, choose wisely.
I hope class that you enjoyed that little inside from Yaza Games. They’ve also left us a little note. They’ve noted that if you have any questions, don’t be shy and post them below. And finally, you can follow Inkulinati’s progress on Twitter, Reddit, and TikTok too.
Class…. Dismissed! You may now leave in an orderly fashion, and I do mean orderly. Orderly I said!
Inkulinati is part of INDIE Live Expo this Sunday
Hello future Inkulinati Masters,
Inkulinati is part of one of the biggest online gaming festivals in Asia, the INDIE Live Expo! Starting this Sunday, 6:30 pm Japanese time, Inkulinati will be featured with the creme de la creme of upcoming indie games.
You can tune in to the broadcast on Steam itself this Sunday. It’s time to see the future, today! Well, on Sunday to be more exact.
Hope to see you at the show!
Your Yaza Games Team
Beasts Guide: Sir Godfrey’s Army
Welcome Inkulinati Masters,
In our previous class and Steam update, we presented to you the dashingly dashing Sir Godfrey himself. If you haven't read it yet, better do it now, because today we are presenting you the army at the head of which this handsome (so he says) knight stands. Ladies and Gentlemen, here it is - Sir Godfrey’s Army!
Sir Godfrey and his loyaly-fearless and fiercely-loyal Army.
Class, give these Beast slayers thunderous applause. From the left, we have the leader, and the most beautiful man in the geocentric cosmos, Sir Godfrey. Following him, we have the Mighty Dog, Donkey Bard, Bow-Wielding Dog, Spear-Wielding Dog, and last but not least, Sword-Wielding Dog!
All of Sir Godfrey’s troops are characterized by strength and endurance. They know how to fight and they are not afraid to use their knowledge of combat. Each one of them is exceptional, with their own unique talents and skills, and together they make a truly deadly combination.
Before we will get into the details of each one of them, let us explain to you a few terms you will come across in the game.
Cost of Living Ink - is the amount of Living Ink that is required to draw a certain character. Health - is the amount of a character’s health points. Attack Power - is a value defining the attack power of a character. Walk/Sprint Range - both terms are used to describe the movement capabilities of each character. Moving within the Walk Range (marked green on the battlefield) enables the unit to perform an additional action (ie. an attack). Both actions will take place during the same turn. While moving within the Sprint Range (marked yellow on the battlefield) ends the unit’s turn.
Walk Range is marked green on the battlefield while Sprint Range is marked yellow. Presented ranges are that of the Sword-Wielding Dog.
Now that technical terms are behind us, we can move on to describe the individual members of the army. And yes, this will be in the final exam, so pay attention class!
Sir Godfrey’s Army Beasts and their actions
Each Beast has standard actions that are available to all characters (no matter their species type or role), and actions that are only available to them (unique actions).
Standard actions (available to all characters*):
Move: this action changes the position of a character on the battlefield. The range of movement is different for each character. Push: push the selected object (or Beast) to the first available field. End of turn: this action ends the turn of a character. The Beast will take a nap and at the end of the turn, it will receive 1 drop of the Ink if the Beast didn’t move. Prayer: gives the character a level one Halo (improves damage and attack accuracy) and makes the character temporarily immune to pushing. Once used, it will be available after passing one chapter. *Important note: The Prayer action is available to all dog soldiers but is not available to the donkey.
And now it’s time to present to you all characters with their unique stats and actions.
Sword-Wielding Dog - this soldier is equipped with a sword and shield. It can attack adjacent beasts. He is also able to attack two adjacent Beasts simultaneously. His shield protects him from receiving high damage, but it does not protect his back (wink wink).
Cost of Living Ink: 5 Health: 12 health points Attack Power: 5-7 Walk/Sprint Range: 4/5 fields
Sword-Wielding Dog
Unique actions:
Sword: attacks the object on an adjacent field. Affects a single, chosen target. This action deals 5-7 damage, determined by the agility. Once used, it will be available in the next chapter.
Whirlwind: attacks adjacent fields at once. Affects two targets. This action deals 5-7 damage, determined by the agility. Can be used in every Chapter.
Spear-Wielding Dog - the long spear can reach enemies standing behind obstacles, as well as those standing on another floor. He is able to strike two Beasts that are lined up together. Also, the spear is a great tool for hard-to-reach objects in the kitchen or in taverns. Yes, it is a pointless fact for battle situations, but you never know when this information might come useful.
Cost of Living Ink: 6 Health: 10 health points Attack Power: 3-5 Walk/Sprint Range: 4/6 fields
Spear-Wielding Dog
Unique actions:
Spear: attacks in two fields range with average accuracy. Affects a single, chosen target. This action deals 3-5 damage, determined by the agility. Once used, it will be available in the next chapter.
Impalement: attacks in two fields range and pierces through them. Affects 2 targets standing next to each other. This action deals 3-5 damage, determined by the agility. Once used, it will be available after passing 1 chapter.
Bow-Wielding Dog - he strikes from afar horizontally and vertically. Can release a hail of arrows capable of striking up to three beasts. The downside is that this Beast is easy to hit.
Cost of Living Ink: 6 Health: 9 health points Attack Power: 2-4 Walk/Sprint Range: 3/5 fields
Bow-Wielding Dog
Unique actions:
Bow: attacks in six fields range. Can not be used for short-range attacks. Tall elements block the use of this attack. Affects a single, chosen target. This action deals 2-4 damage, determined by the agility. Once used, it will be available in the next chapter.
Hail of arrows: attacks up to three targets in six field range. Cannot be used for short-range attacks. Affects three targets standing next to each other. This action deals 2-4 damage, determined by agility. Once used, it will be available after passing 1 chapter.
Donkey Bard - he is able to attack enemies standing on adjacent fields. By playing on his bagpipes he will wake up his allies already taking a nap. Capable of forcing enemies to take a nap. And most importantly, this gentleman has managed to master the rare art of playing the trumpet with his butt! A lifesaving skill - trust me class!
Cost of Living Ink: 8 Health: 12 health points Attack Power: 4-7 Walk/Sprint Range: 3/5 fields
Donkey Bard
Unique actions:
Hoof: attacks the adjacent field with average accuracy. The stomp is so mighty that it also pushes the target. Affects a single, chosen target. This action deals 4-7 damage, determined by agility. Once used, it will be available in the next chapter.
Blow the bagpipes: this action wakes an ally up from a nap giving him an additional turn during the chapter. It buffs the target with agitation (it can temporarily use its full range of movement and still perform an additional action). Can be used on targets standing in a three-field range. Affects a single, chosen target. Once used, it will be available after passing 1 chapter.
Farting the pipe: The magnum opus of pipe warfare. It affects all the enemies standing in four fields range. It forces them to take a nap and gives them a really big headache (the target will feel dizzy and may not perform the action his master wants). Affects all enemies standing within range. Once used, it will be available after passing 1 chapter.
Mighty Dog - a more powerful variant of the Sword-Wielding Dog. Rumour has it that he’s so strong that he could slay a rabbit with one hit! The force of his attack also pushes enemies away - if they survive the hit in the first place.
Cost of Living Ink: 15 Health: 20 health points Attack Power: 7-9 Walk/Sprint Range: 3/5 fields
Mighty Dog
Unique actions:
Greatsword whirlwind: attacks the targets on two adjacent fields. It pushes the targets. Affects a single, chosen target. This action deals 7-9 damage, determined by agility. Once used, it will be available in the next chapter.
As you see class, this army is the embodiment of strength and endurance. Each of them is different, but together under Sir Godfrey's leadership (and his fist stomping) they form one strong and unique army.
Now you know all the strengths and weaknesses of Sir Godfrey and his army. I hope that you all paid attention in class - and yes, I’m talking to you Willy! Who will we dissect next? Soon you will find out yourself, my dear future Inkulinati Masters. Your next class is already getting prepared.
Until next time,
Yaza Games Team
What we’ve been up to: Testing, testing, and more testing.
Hello everyone,
We want to start today’s update a bit differently than usual. But times are very different too…
We all have recently seen the sad events unfolding in Ukraine. Our dear neighbors are going through a very difficult time right now and this is both sad and very painful to watch. We know that several of our backers are from Ukraine, and when we needed their help they supported us and our dreams. We are forever grateful for that. Now it is our turn to act. Each of us privately has helped the Ukrainian people in every way we could. If you too, dear backers, would like to support Ukraine in these difficult times, please do so. At this link you will find first-hand information on how you can help.
With the first 2 months of 2022 already behind us (?!!?!), it’s time that we give you an update on what we’ve been working on - and there’s been a lot!
Right now we are working on one of the internal milestones that immediately precedes the game’s beta. We’ve also just entered an intensive internal Inkulinati testing phase. These tests are centered around the single-player campaign and the extensive tutorial. We want to make sure that all of the elements inside of the campaign and tutorial “make sense”. There’s nothing more frustrating than something not explained to you properly, or something that doesn’t feel natural and organic in use. These tests that we’re doing are all about that. To make sure that Inkulinati is understandable, easy to use, that instructions are polished and ready to be explored by players worldwide. We should be getting results soon and that will give us answers on what needs to be adjusted, trimmed, and tailored so it all fits nice and cozy - just like a nice pair of gauntlets you might say.
With our prototypes now complete, we are ready for testing. And thanks to the Kickstarter support, we are able to test Inkulinati with one of the best game testing labs in Poland, Try Evidence. They’ve worked with some of the major Polish gaming studios around, and we’re ecstatic that we can work with them to make Inkulinati even better than anticipated.
As a studio, we want the first version of Inkulinati to be satisfying and fun to play. But it goes without saying that we will continue to listen and respond to your feedback too, so if you have anything you want us to know, get in touch with us. You can reach us on the traditional socials, and you can find us on Reddit too!
Soon Inkulinati will be translated to many languages. We are currently working on the final texts for Polish and English versions, which will serve as the base for translators of other languages. Thanks to our publisher Daedalic Entertainment, additional language versions will probably be added to the list of the already promised languages that we mentioned during the Kickstarter campaign. Keep an eye on our social channels before the release for more info on which languages are coming.
So it’s been a busy time here at Yaza Games HQ. We are working hard to bring you Inkulinati as soon as possible, served in the best quality too. Once again, if you have any questions, feedback, or suggestions, reach out on our socials. And stay tuned, as we will be revealing you more of the game soon!
Inkulinati Master Profile: Sir Godfrey - The Master of Strength & Swinging Fists
Hello Inkulinati Masters,
As any fan of strategy games knows all too well, a good game is one in which you have to use at least some grey cells. Although we present our game as fun, it also has another layer to it - that of a developed strategy. We might even say it’s like a game of chess in some aspects. One wrong move can decide the outcome of the whole battle! Every character in inkulinati has its own unique skills and abilities, with strong and weak points. To win a battle it’s important to know those skills inside out so that you can prepare your approach. So without further ado, let us present to you one of Inkulinati Masters - the brave Sir Godfrey!
Name: Sir Godfrey Age: 521 years young Strengths: strength, powerful fist attack, lots of health. Weaknesses: can’t heal, short temper, not the brightest, no one saw his face which circulated a lot of bad rumours among the rest of the Inkulinati Masters.
Sir Godfrey - a strong knight with a heart full of fight.
On the battlefield, this talented, but temperamental knight has a lot to offer! With a set of unique skills at his disposal, and an army of brave and strong dogs (and a musically gifted donkey!), this is one Inkulinati Master you don’t want to take for granted.
Let’s start with Sir Godfrey’s own actions. Just like every Inkulinati Master in the game, he has 4 hand actions at his disposal. The two standard “To the left!” and “To the right!” actions, and two actions that are special just to him.
A strong army of dogs (and donkey!) along with his actions makes Sir Godfrey a rather difficult opponent to defeat - or a nut to crack. Use your nut-cracking abilities wisely.
Here is a little guide of Sir Godfrey’s actions:
Here are the two standard Hand moves that each Inkulinati Master has in their arsenal of Hand moves.
To the left! - this action moves the selected object to the first available field on the left. This action affects a single, chosen target. Once used, it will be available after passing 1 chapter.
To the right! - like the previous action it moves the selected object to the first available field, but this time, to the right. This action affects a single, chosen target. Once used, it will be available after passing 1 chapter.
Pro Inkulniati Master tip! Sir Godfrey (as well as other Inkulinati Masters) can’t move by himself on the battlefield. But he can use “To the left!” or “To the right!” actions to change his position on the manuscript. If the environment is a bit crowded (as it can be during a fight) our master will take the next available field depending on the direction you chose. The same applies to any targets you move using these actions.
Before you make the move, you will see where you will end up.
Next up, the good stuff. That’s right, we’re talking about the attack moves. Sir Godfrey’s specialty (that, and losing his temper, but that’s another story for another time).
Swat - Using his Royal finger, this action strikes a selected Beast for 5 damage. Affects a single chosen target - the one that you deem the most annoying. Target must be standing not more than 4 fields away from the Master. Once used, it will be available again after 2 chapters.
Swat range.
All the targets who are in the range are marked green. You can pick any target within the range you wish. With this ability, you can only harm your opponents.
And finally, Sir Godfrey’s grand move! The Magnum Opus of strength. A poem of rage. The glorious Royal Strike!
Royal Strike - harm three Beasts at once dealing 5 damage to each one of them. Affects three targets standing next to each other. Targets standing within the range of 4 fields of Sir Godfrey can not feel safe. Once used, it will be available again after 3 chapters.
The Royal Strike range.
All the targets who are in the range are marked green. You can pick any target within the range you wish. Keep in mind that with this ability you can harm your Beasts and units too, so be careful! Or don’t. Who are we to tell you what to do. After all, the biggest honour bestowed on a Beast is to sacrifice one's health for the greater cause.
Godfrey’s army is made up of dogs and a Bard Donkey. Just as Godfrey himself, the dog Beasts are all about strength and power, while the Donkey is all about inspiration and waking units up. We will give you more info about the army itself in a separate, more detailed post.
Will Sir Godfrey become your favourite Inkulinati Master? Or perhaps he will be the name you fear the most? Tell us your thoughts below. Also, don’t forget to follow us on our social media channels where we are showing more insides straight from the game.
Until next time,
Yaza Games Team
P.S. We're on Reddit. If you're on Reddit too, join us in r/inkulinati.
Tutorial and Beasts
Welcome Master Illuminators,
Gather around! Today is the day that we tell you more about some of the fantastic and fascinating (most of them) things that we’ve been working on recently here at Yaza Games! Over the last few days, Sir Robin, Bonacon, and the Traveling Frog (we’ve heard it’s been mainly the frog - he hasn't been travelling much due to the current climate), they were constantly asking us what we’ve been working on recently. We held an internal meeting and we presented a summary to all the Beast and Masters what we’ve been up to. And today, we are presenting this top secret internal business to you.
First major topic of discussion - the Inkulinati Tutorial.
One of the things that we worked on a lot this month was the Tutorial. To some players, the Tutorial is the boring part of the game. To us though, we feel that we have to get this part right. After all, it is your first step in being an Inkulinati Master. We worked a lot on the design side of the Tutorial itself, as well as creating all the things around it. For example, we have created a set of pop-ups that explain how the game works, showing ground rules of the game, and how to play it. We needed to change and rework them a little bit since the previous version of them didn’t work as well as we wanted them to. It seems like such a simple feature, but the tutorial does take a bit of time to create. We also decided to split the tutorial into several separate missions. We do not want to flood you with all the info at once, but rather show you gradually all the possible strategies. Those pop-ups will take different forms. Some will be animated, others more descriptive. All in order to best explain to you the rules of the world of Inkulinati.
We have also run some focus tests to see how the tutorial that we created is received by the players - does it make sense, does it explain the mechanics well, and does it do its job properly? These focus tests give us even more feedback and ideas on what to do next and how to improve what we have already made. It’s all about making the tutorial the best it can be.
Next up, we have Inkulinati Beasts.
On that front we worked on creating new images of Beasts that you will find in the game’s Bestiary. These images will help us out in the long run a lot, as they are the foundations of our animations. And this is exactly what some of us will be working on next.
And before we go, we have something a little bit different for you. We've been going through our archives and we came across a find and a half! Here is Inkulinati’s first mockup animation vs how the game looks now. Wow, how times, and games, change.
[previewyoutube="SD0Ha5UBx-o;full"] That’s it from us for now. We hope that you liked this little glimpse into our work, and that little blast from the past. And as always, let us know your thoughts, comments, anything at all in the comments below.
It’s usually pretty hard to write these types of updates, as bringing unhappy news is not something that is easy to write about. But I guess the best way to let people know the news that they might not like is by telling them straight out. As many of you have noticed, we are now in September, and we still haven’t announced a release date. And the reason for that being is that we needed to postpone the launch date of Inkulinati. Here are the reasons why we needed to push.
There are two main reasons for the delay. One being that we are a team that's working on their very first project, and two, the fact that we are placing a high amount of focus on quality with a limited number of team members. But let me explain the two reasons in a bit more detail.
So, we at Yaza Games, we are a fresh studio on the game development scene, with Inkulinati being our first commercial title. And although we are surrounded by people who have been in the industry for some time, the core of our team, well, we are all new to the scene. We are working on the game constantly, and as we work on the game itself, we are also learning how to create the game too. And it’s because of this learning curve, there were moments where we had to start all over again on certain features because we either hit a dead end or we had to re-do them so that their quality would fit with the rest of the newly polished elements of the game. Right now, we feel we have a rather high level of quality when it comes to the visual side of Inkulinati, and also the game’s mechanics. However, content production (more units, battlefields, Inkulinati Masters, etc), balancing, and polishing, well, that takes time. The UI is definitely the feature that is taking the most time and iterations to get right. You have no idea how often it was changed! But we are on the right track and we are close to the final version! The new Inkulinati UI (still WIP)
The second reason, that of quality, well, that’s a big one for us too, both professionally and personally. We are a small team, so if we want to create something that screams quality, well, we have to be nimble - both in what we do, what we focus on at any given time, and also with deadlines. We want to release a really unique and quality game that has its own feel, vibe, and those little bits of attention to detail that just add that much more enjoyability, and with a bit of luck, some wow factor too. We don't want to cancel some of those little signs of quality just so we release the game on time. We ourselves, we love seeing games that show signs of love and extra care. We want our game to be the same. New in-game icons
We are also looking at the feedback we received from you through the demo that some of you played, and we are taking it on board too. For example, one of the insights that we gathered from your feedback led us to change the animations of the Tiny Inkulinatis. We decided that through Tiny Inkulinati’s animation we can show players when they are able to use them during the turn, and when they cannot. It’s little attentions to detail like these that will help players just focus on the gameplay itself. It will make for a better game in the long run. Unfortunately, those types of changes once again take time to be implemented, and delays happen. But once again, we feel it’s better to have these changes in the game than to release earlier without them. New set of Tiny Inkulinati animations - little touch to please the eye (still WIP)
So you’re probably wondering “ok, so when will the game come out?”, and we can confirm that it will be coming within the first half of 2022. We’ve been working on Inkulinati for over four years, and we want to release the best game we can possibly release. We know that for us to have a successful studio, we need our game to be better than average. We have to create something special and don’t feel like we threw all those years away for nothing. We feel that a better game delivered a little later on is worth the wait. I hope that you feel the same way too.
Don’t fret though - work is continuing! Right now we are working on new Battlefields, we are balancing the game as we speak, tweaking the UI, adding new animations and sounds, and more. We are getting closer and closer to the finish line, but we do need just that little bit more time to make Inkulinati the best it can be. Once again, thank you so much for keeping faith in our project. We will be revealing more about Inkulinati really soon. If you do have any questions, concerns, anything at all, just type it down below. Would love to answer any worries that you might have.
Until next time,
Wojtek, Game Designer, on behalf of Yaza Games Team
Inkulinati is part of Gamescom and has a new font
Hello Master Illuminators,
We have massive, gigantic news to share. Quick, there is no time to waste! Trumpeeeets, ready! No, no, no, don’t put the trumpets there…
*ahem*
We are proud to announce that the Inkulinati demo will be part of the Future Games Show that’s happening this Thursday on August 26th! For 24 hours you’ll be able to play the world famous Inkulinati demo on Steam. So if you missed out on the demo, now is the time to make up for all that lost hilarity and strategic thinking. Just check our Steam page on Thursday, and the demo will be there!
And finally - Inkulinati now has a new typeface. It is designed by the fantastically talented Toshi Omagari. The reason why we needed to change the typeface was to make writings and readings clearer in the game - after all, clarity in a strategy game is important. We feel that Toshi did a truly fantastic job. You can read all about his whole design process in his blog, right here: https://tosche.net/fonts/inkulinati.
As always, let us know all your thoughts in the comment section below and we’ll be speaking with you soon!
Until next time,
Yaza Games Team
Beasts, Battlefields, and In-Game Icons
Welcome Master Illuminators,
It’s been some time since we gave you an update on what we’ve been up to. We were actually talking about this the other day on our internal Discord. Today is the day to break that silence. So, grab yourself something to drink and take a seat. Although we were a bit quiet on the update front, behind-the-scenes we’ve been busy working on Inkulinati. So let me tell you more about the things that we have been working on.
First, a bit of a big milestone. We’ve managed to add all of the Beasts (units) into the game with all their mechanics! From now on, all their movements and skills have been added to the game, so they all know the moves ;). But, to be fair, there are still some placeholder animations and placeholder graphics implemented, but seeing the units in the game does make it feel more “finished”. And they still have some bugs, but we’ll get rid of them as we go along ;)
We are also working on our Battlefields. Afterall, all these units need a place on which they can fight. Now, some of you might’ve seen the fire apocalypse in our videos - the moment when a huge fire takes over the screen from both sides, and with each round it gets closer and closer to the center of the manuscript, annihilating everything in its paaaath!!!! (phew, that was a looong sentence). Well, we can let you know that we’ve added another element - water! Below are a few references that we used. As you can see, sometimes in medieval times water was depicted a bit differently to what we are used to today. But then again, who are we to judge? Here are some examples of what we have been able to find.
And here’s our in-game water below!!!
Lastly, we also have drawn and added icons to the game! Icons are super important as they tell you a vast amount of information using only a single image. Icons can represent the unique abilities/moves of creatures, their skills, actions, hand actions of Inkulinati Masters, etc, etc. Here are some icon examples for your viewing pleasure.
In-games Icons.
That’s it from us for today, but don’t fret - we’ll be posting more info and more updates filled with juicy Inkulinati gossip in the future. Let us know your thoughts about our icons, water, and anything else in the comments below!
And one final note!!!!!! The Inkulinati demo is back for the DreamHack Beyond event until the 31 of July! Download it now if you haven’t!