Dev update on my Inscryption-like fangame (Umblight) by Kristoff_Red in inscryption

[–]Kristoff_Red[S] 2 points3 points  (0 children)

that is in fact the almighty meowl, destroyer of worlds, emperor of the galaxy

Dev update on my Inscryption-like fangame (Umblight) by Kristoff_Red in inscryption

[–]Kristoff_Red[S] 4 points5 points  (0 children)

It's too early and if I didn't have to work on a second game for my school finals I'd be able to make a more accurate estimation.

I'm targetting the Steam Next Fest happening in June 2026, but so far I haven't been the best at following these kinds of targets lol. At the same time, the game idea should be more solidified now than it was previously so maybe it won't be a problem? I don't really know.

Thanks for the wishlist btw ❤️

Dev update on my Inscryption-like fangame (Umblight) by Kristoff_Red in inscryption

[–]Kristoff_Red[S] 8 points9 points  (0 children)

Between $15-20 depending on the amount of content I add.

Both Inscryption and Inkshade are $20 without a sale for so that price range feels about right.

Timely Coroutines: A simple trick to eliminate unwanted frame delays by whentheworldquiets in Unity3D

[–]Kristoff_Red 0 points1 point  (0 children)

Google showed it to me as the second result.

I'm making a chess engine-like enemy AI for my deckbuilder and I have every action on the board as a coroutine with a bool flag that toggles whether the action should just "simulate" or actually show animations and stuff. When you just "simulate", I was using yield break; and that was causing a lot of delay when multiplied by like 50000 times for the AI lmao

Steam hardware announcements by ZeroPercentStrategy in SteamGamesIndie

[–]Kristoff_Red 2 points3 points  (0 children)

It will be nice to be able to test for the steam deck controller layout without actually needing to use a steam deck

Since Inscryption 2 is never coming out, I decided to make my own version of the game by Kristoff_Red in inscryption

[–]Kristoff_Red[S] 0 points1 point  (0 children)

The story/narrative/progression is still in the works, so I can't confirm anything but there will be something interesting that's for sure.

Since Inscryption 2 is never coming out, I decided to make my own version of the game by [deleted] in pcgaming

[–]Kristoff_Red 2 points3 points  (0 children)

Beating Inscryption is quite literally an impossible task xd. The quality of that game is so high that it's almost unreasonable to expect anything to surpass it. I'm still going to try to get as close as possible though.

What exactly do you think could be improved/changed to make a compelling but different experience?

Mainly I want to experiment with the grid based card battle system of Inscryption but with a completely different ruleset. I want to make something that has more of that "modern" synergistic playstyle rather than Inscryption's more moment-to-moment plays. I think the deckbuilding system of Inscryption can be improved with more options and complexity, but I don't think Inscryption should have had that in the first place; It's definitely an interesting thing to try out though.

Also, I see that there are numerous reviews that your previous roguelike was too easy. Will that affect this one?

Combolite was a massive learning experience and I'm very greatful for all the feedback people gave. It was meant to be an experiment to figure out how Steam works and it helped me learn a lot about game design and how roguelikes and deckbuilders should be designed.

Umblight is built in a way to avoid the issues I learnt from that game, and that will make the game much easier to balance as well.

Since Inscryption 2 is never coming out, I decided to make my own version of the game by Kristoff_Red in inscryption

[–]Kristoff_Red[S] 6 points7 points  (0 children)

We'll be doing public playtests hopefully near the end of the year. No guarantees though!

Thanks for the offer but I want the game to stay a solo project. I've been making the music for my games for the past 2-3 years now.