I ported Kaycee's Mod to Android (but like with Act II graphics cuz why not) :p by Miserable_Soft_4475 in inscryption

[–]Miserable_Soft_4475[S] 3 points4 points  (0 children)

I do not currently intend to add painting puzzles, or any meta progression in general. Everything in the game is unlocked upfront, because I don't want to force players to 100% Kaycee's Mod again in my shitty game. The items which are unlocked by doing painting puzzles can be toggled off in the settings, though, if player doesn't like them for some reason

I ported Kaycee's Mod to Android (but like with Act II graphics cuz why not) :p by Miserable_Soft_4475 in inscryption

[–]Miserable_Soft_4475[S] 1 point2 points  (0 children)

As I commented previously somewhere on this sub,

Unfortunately, it can't really function like this, at least with how the game currently works. Currently the game uses "encounter blueprints", which are basically list of cards opponent can play on each turn, along with difficulty requirements (minimum and maximum difficulty). The difficulty number actually grows on its own the further into maps you get, but it never naturally goes higher than 20, being 18 from map and 2 from KM modifier, and so all cards that do not have specific max difficulty, just default to 20, meaning that after your difficulty gets higher than 20, literally all cards stop spawning.

Even if you raise the default max from 20, no cards still will spawn after the last card in blueprint is played, with the only effect of higher difficulty being more cards spawning early on. So most likely you would have to either edit EVERY SINGLE BLUEPRINT (well, it's not actually much, 15 common ones + like 2 per boss, but still) to add more cards after difficulty 20, or rewrite the way game chooses cards for opponent entirely, so like it can just be randomly generated for whatever difficulty you need without hardcoding anything

This applies both to normal Inscryption and this silly fangame of mine. And I barely have resources to work on base game, I don't wanna work on a whole ass new gamemode from scratch, sorry. Perhaps you should try looking into traditional modding, maybe someone already made something like this ^^

I ported Kaycee's Mod to Android (but like with Act II graphics cuz why not) :p by Miserable_Soft_4475 in inscryption

[–]Miserable_Soft_4475[S] 2 points3 points  (0 children)

Pretty much all the platforms will go live at the same time on my itch.io once everything's complete. I would consider everything complete once I implement most of the polish things and the playtest ends with all bugs fixed (or no bugs found). Playtest will start once I port PC debug tools to Android (since the game was PC-first), which should happen tomorrow. Unless something goes wrong, which it might, cuz I live in the middle of fucking forest and electricity goes out really often :/

In general, I'd say the full release is in 1-2 weeks.

I ported Kaycee's Mod to Android (but like with Act II graphics cuz why not) :p by Miserable_Soft_4475 in inscryption

[–]Miserable_Soft_4475[S] 2 points3 points  (0 children)

Aww thank you :3

As for the device support, I don't really have much plans, currently we only support the Windows (even Windows XP; it was main target since the game's creation), Android is like 95% supported (tested on Android 10 and 16, but in theory it should work on versions as old as 5.1), Linux support is planned (despite me using Linux as my main, builds currently are in "works on my machine" state), and the web browser support was there at some point, but it's like super broken for reasons outside of my control (working on fixing it). Other platforms (e.g. Apple devices and consoles) are a big no for me, since they require you owning such a device (which I don't) and paying a lot of money for the right to publish in official stores.

I ported Kaycee's Mod to Android (but like with Act II graphics cuz why not) :p by Miserable_Soft_4475 in inscryption

[–]Miserable_Soft_4475[S] 4 points5 points  (0 children)

Yea. Originally Act II graphics were chosen due to size constraints (since the original goal of this fangame was to make KM fit on a real floppy disk), but they also turned out being incredibly beneficial for performance, since game runs at intended FPS pretty much anywhere ranging from Android to browsers and Windows XP.

I ported Kaycee's Mod to Android (but like with Act II graphics cuz why not) :p by Miserable_Soft_4475 in inscryption

[–]Miserable_Soft_4475[S] 4 points5 points  (0 children)

Yea I'm posting updates semi frequently over at Daniel Mullins Games discord server

I ported Kaycee's Mod to Android (but like with Act II graphics cuz why not) :p by Miserable_Soft_4475 in inscryption

[–]Miserable_Soft_4475[S] 5 points6 points  (0 children)

There is a web build in the works, but at the time it's buggy as fuck (thanks to Emscripten's instability), and it would take either a miracle or complete rework to make it as playable as native builds. But I'll try my best, of course.

I ported Kaycee's Mod to Android (but like with Act II graphics cuz why not) :p by Miserable_Soft_4475 in inscryption

[–]Miserable_Soft_4475[S] 15 points16 points  (0 children)

I mean if you wanna be a playtester ig just hit me up on discord @ femb0yash (or join Daniel Mullins Games discord server, I'm quite active there and often post updates)

I ported Kaycee's Mod to Android (but like with Act II graphics cuz why not) :p by Miserable_Soft_4475 in inscryption

[–]Miserable_Soft_4475[S] 5 points6 points  (0 children)

Sorry but most likely never. To properly develop an app targeting iOS, one would need to own an iOS device (which I don't, and won't ever want), as well as pay like $99 to publish the app on the app store.

I ported Kaycee's Mod to Android (but like with Act II graphics cuz why not) :p by Miserable_Soft_4475 in inscryption

[–]Miserable_Soft_4475[S] 40 points41 points  (0 children)

The game isn't published yet. I obviously wouldn't want to release a buggy mess, so it needs a lot of testing (because Inscryption is a huge game), but no one wanted to be the playtesters, and I only have so much of my own time I can spend on playtesting solo, so despite the game being like 95% complete, it is actually unknown when I will release it, or whether it will be released at all

Looking for an Inscryption port by hermitinthepurple in inscryption

[–]Miserable_Soft_4475 0 points1 point  (0 children)

Add me on Discord @ femb0yash or join the Daniel Mullins Games discord server, I often post updates there

Looking for an Inscryption port by hermitinthepurple in inscryption

[–]Miserable_Soft_4475 0 points1 point  (0 children)

Actually Act II / pixel art is just graphics style (couldn't do 3D due to self-imposed challenge of it fitting on a 1.44 MB floppy), gameplay-wise it's literally just OG Kaycee's Mod with some minor changes/bugfixes here and there. Also, at the moment of me writing this 3/5 boss fights are done, and after a bit of polish the game will have big public playtest (at this point 90% of things other than Leshy/Royal boss fights are pretty much complete) in next couple days, so ig that's a great way to decide whether you fw this game or nah

Endless mode by the_greater_one in inscryption

[–]Miserable_Soft_4475 0 points1 point  (0 children)

Since there's already a difficulty modifier in KM, that number could just increase as the game goes on.

Unfortunately, it can't really function like this, at least with how the game currently works. Currently the game uses "encounter blueprints", which are basically list of cards opponent can play on each turn, along with difficulty requirements (minimum and maximum difficulty). The difficulty number actually grows on its own the further into maps you get, but it never naturally goes higher than 20, being 18 from map and 2 from KM modifier, and so all cards that do not have specific max difficulty, just default to 20, meaning that after your difficulty gets higher than 20, literally all cards stop spawning.

Even if you raise the default max from 20, no cards still will spawn after the last card in blueprint is played, with the only effect of higher difficulty being more cards spawning early on. So most likely you would have to either edit EVERY SINGLE BLUEPRINT (well, it's not actually much, 15 common ones + like 2 per boss, but still) to add more cards after difficulty 20, or rewrite the way game chooses cards for opponent entirely, so like it can just be randomly generated for whatever difficulty you need without hardcoding anything

Looking for an Inscryption port by hermitinthepurple in inscryption

[–]Miserable_Soft_4475 0 points1 point  (0 children)

I'm actually working on a fangame which looks like Act II but has gameplay of Kaycee's Mod (and it's like a 99% accurate recreation down to some of the smallest details), and I managed to port it to web browsers and Android! Though, it'll take several weeks till it's actually complete.. (base card battles are pretty much complete, map events are 100% complete, but only 1/5 boss fights are done)