Overview:
Kincaid is a lewd metroidvania-style platformer with a sci-fi theme. Our protagonist is an archeologist, exploring uncharted planets and their wild life!
Join our playful and naughty wolf girl Kincaid, as she sexplores flora & fauna and meets new friends (with benefits~) and adversaries!
Thread Updated: 2024-05-24
Release Date: 2024-04-27
Developer: Cookiedraggy Patreon – Discord – Twitter
Censored: No
Version: 2024.03 Hotfix 1
OS: Windows
Language: English
Genre:
Installation:
Changelog:
There is trouble galore in the jungle and Kincaid needs your help more than ever!
Help Tenby with the Bear Necessities
Tenby needs your help! The Brethren Bellow System (short: BBS) is down again and his brother bears are going on a rampage!
Can you help Tenby get the system up and running again? He has a big juicy reward ready for any helping hands!
This wonderful set of illustrations is brought to you by Reydam!
Defeat Kaha and Her Posse
Kaha has been up to no good and it is finally time for her first intermezzo with Kincaid.
Can you stop Kaha and her goons?
Grab it here: https://www.patreon.com/posts/101721266
Hotfix Changelog
Fixes:
- Fixed: Custom input bindings not loading properly
- Fixed: Infinite dying on reload bug
- Fixed: Kaha Bossfight sometimes crashing at the start
- Fixed: Door chime in a room in the ruins after you have already opened the door before
- Fixed: Game not saving after defeating Kaha
- Fixed: Some insects aggroing at the start of a level when they shouldn’t be able to see Kincaid
- Fixed: Crawling could interrupt a steep slope slide and you could just crawl back up.
- Fixed: Some huts in the ruins area had the wrong camera bounds
- Fixed: Pausing and unpausing in the room with the champion shows the animation and the NPC at the same time
- Fixed: Some insta-death traps double hitting
- Fixed: Kincaid can no longer grab ledges at the top of the screen and pull herself out of the level
- Fixed: A bunch of typos in the new story
- Fixed: Bear spamming his attack when you hit him in the right moment just before his attack
- Fixed: Game crashing when you pressed H or J in a second planet preview area
- Fixed: Love making on the bridge is no longer so floaty
- Fixed: Some enemies walking out of the room and killing themselves
- Fixed: Wolf gallery not unlocking sometimes
- Fixed: Sky Scouts Teacher not unlocking
- Fixed: Two kobolds at the start of the ruins were missing dialogue
- Fixed: A bunch of issues with the wall critter
- Fixed: Bouncing on a defeated slime is less janky
- Fixed: Some animations could not be interrupted
- Fixed: Collision greyboxing was visible in some rooms
- Fixed: Some regression bugs sneaking in during a refactor
Changes:
- Warning Screen does not exit the game anymore when you press the wrong button
- Gallery is now split into animations and CG sections and they no longer tie to one another
- New content has been added to the gallery
- Added a bunch of more geckos to the levels so they should be more common to encounter
- Threesome no longer unlocks automatically with the normal animation
- Elevators in the ruins were annoying to get on to – now they sink a bit into the ground to make it easier to use them.
- Using flapper outposts now saves the game and sets them as a respawn point
- Insect enemies are a bit less relentless in their pursuit
- Added rift that lets you out of the one way trip leading up to the boss fight – Appear after you challenged the boss at least once, weather you win or lose
Kincaid Build 2023.12
WHEW! Just made it in the nick of time! We were super determined to pull this build together before January turns around. xD
We got a new team member!
Reydam joined us to make illustrations and this build features his first set of CGs.
He’s an amazing artist and you should check out his Twitter: https://twitter.com/Reydam9
Queen’s Champion Scene
Yup! He’s finally getting his turn! xD
Just walk up to him and strike up a conversation. Later on this scene will be tied to an optional boss fight, so enjoy it “for free” until then. ^w~
Kipi & Puaki Scene
This is the first scene done by Reydam! To watch it, talk to the smaller kobold on top of the hut with the white flowers and then follow them inside!
As with the champion, this scene will later be tied to a short quest related to the story.
For now, please enjoy Rey’s magnificent work! n_n
Fast Travel
This build also introduces the kobold-driven fast travel system: The Flapper Network!
From now on, on this planet, you’ll be finding flag posts with either a red or a pink flag. Pink means that it has been captured. If you ring the bell, it will activate and you can use it.
If it has a red flag, it needs to be captured first! Ringing the bell is going to start a fight. Protect the friendly kobold while waves of enemies spawn.
After the red flag has been replaced with a pink one, the outpost is yours and can be used!
Kincaid Build 2023.08
This little stinker is definitely a step up from the kobolds. They are fast and dangerous! We are still tweaking these, but keep in mind that you will face these enemies on the second planet where the learning curve has gone up a little bit. You’ll also have more upgrades by the time you meet them.
But for now, we hope you have fun pummeling them and getting your, uh, revenge! ^w~
Kobold City Ruins
We have expanded a great deal on this area! We hope you have as much fun exploring it and finding the secrets as we had building it.
Can you find all the Rift Crystals and discover what this new Rift is all about!?
(HINT: To make it a bit easier, we have hidden more Rift Crystals in the area than you actually need to open the portal! But if you’re up for a challenge, try to find all 18 of them!)
Map Screen
The map screen has been completely recreated from the ground up! It is heavily inspired by the map style of games like Ori and Hollow Knight. We think it makes navigating maps easier, as the shape of the area gives you more information than a bunch of colored squares.
You can also set your own pins now! Click a pin again to cycle through images.
Deflected Projectiles
A smaller but interesting change is the way deflected projectiles behave now. We want to expand on this mechanic and make it more fun. Try hitting kobold bombs and other stuff and see what happens! This should make fighting enemies that use projectiles and throwables way more fun and rewarding!
Kincaid Build 2023.03 *Hotfix 1c*
Our lovely kobold shaman finally has a name and a more flavorful job description! She’s also very curious about Kinny’s soft fur. Luckily, Kincaid is more than happy to give her a thorough demonstration and Tiaki has some tricks up her sleeve, too!
Explore the Old City Ruins
The first half of a new area has been added. You can access it via the stone mason’s elevator! Compared to the starting area, this section of the game will feature tighter platforming and more challenges.
New Foes
Some new enemies have appeared in the jungle!
And before anyone asks, these creatures won’t be getting a lewd animation, sorry! ^w~
Gameplay Preview
We know the overhaul took some time, but we hope playing these new sections you’ll find it was the right move for the game. More challenging platforming sections like this wouldn’t have been possible or fun in the old resolution.
Hotfix 1 Released!
(Hopefully) fixed a rare bug that made gallery items lock back up. Please let me know if it happens again!
Kincaid Build 2022.12 *Hotfix 1*
Yay, it was a close one, but we still made it!
A lot of stuff happened IRL that got in the way, but we were determined to get a new build out, or at least the new animation for you guys, and here it is!
I might talk more about our horrible December in an upcoming roundup. For now we just want to release this for you to enjoy and take some rest.
Grab the build here: https://www.patreon.com/posts/kincaid-build-12-76590633
Thank you for your support and as always, we hope you like what we made for you! We wish all of you a wonderful start into the New Year! ^w^
Now let’s talk about what’s in the build
Level-design wise we didn’t get around to making more levels and adding more polish as we had initially planned to. Some things happened IRL that ate more of our time (as I said earlier, may write more on that later, not sure yet, as it is sad and personal). We decided to focus on the animation since it’s about time the game got some more lewds! I even had Null help me with some of the pixel stuff this time so we could finish it on time.
New Animation: Kobold Boss
The biggest piece of content is a new lewd animation with Kincaid and the kobold boss! Yep, the one you can’t fight quite yet in the recent builds. xD If you’re new here, check out Build 2022.07 ( https://www.patreon.com/posts/69384646 ) If you want to fight him! This animation would be the reward for defeating him. Once the level design of the overhaul has caught up to the Temple of Trials we’ll connect everything correctly of course!
New Save System
Null made a new save system which should be way more robust than the previous one. The new build doesn’t make much use of it quite yet, but the foundation is here.
Ziplines
A new movement option has been implemented: Ziplines! You’ll find a few of them throughout the current levels but we’ll make much more use of them in later levels.
Hotfix 1
- Fixed issue with constantly dying and respawning
- Fixed game crashing sometimes when defeating the wolf
- Fixed a graphical glitch where being on a zipline would display debug information
v2022.07
Added
- Finalized sprites for the bear.
- Finalized & touched up some of Kincaid’s cutscene sprites.
- Kobold petal bomb has a proper explosion effect.
- Sound effects for the bear (both combat + act).
- Kobold orgy is back on the menu!
- For lewd animations, players can now choose which kinds of sounds they wish to hear (or none at all).
- Better animation controls within the game: You have now full control over the animation, including jumping back, forth, auto-progress and zoom.
Changed
- You can no longer accidentally close the game by pressing the wrong button.
- It’s made more clear when lewds can be started and when not and the small critters do not count towards enemies being closeby anymore.
Fixed
- Fixed a bug in the sunken temple area where two rooms would not connect properly.
- Kincaid can no longer have some fun with the minions while the boss is still moving around.
- Some wrong pixels in the lewd bear animation.
2022.06 Hotfix 1
- Fixed: Crash when dying under water
- Fixed: Unable to leave temple on some sequence breaks or corrupted saves.
- Fixed: Kincaid keeping the last cutscene frame after the lewd act.
- Fixed: Camera jumps after a cutscene instead of smoothly sliding over.
- Fixed: Small visual bug in the pottery moss hut.
- Fixed: Rare game crash when climbing a ladder.
- Fixed: Obscure collision bug where Kincaid could get stuck in the water works moss hut.
- Changed: Reduced volume of “no damage done” chime
- Changed: Fade out after dying is a bit faster.
- Changed: Bear act is a bit shorter
- Changed: Warp Room has been reintroduced for people with broken save games.
- Changed: Lewd acts can be skipped.
v2022.06 & Glitchcaid 2
Beary Good News Everyone!
You can now download and play the newest release of Kincaid! ^w^
Also, I made the last experimental build, Glitchcaid 2, available for all $5 patrons. Please check it out and let me know what you think! Glitchcaid 2 is an overhaul based on our learnings from developing Kincaid. I’ll post more about it down below. But first, let’s look at what’s new in 2022.06!
Bear Enemy Added!
Find him in the spooky forest behind the rift in the tree top palace!
Please note that some of the graphics are still placeholders or unfinished. I wasn’t able to complete all the animation work before my LARP event, but I will get back to work next Monday and the completed sprites will make it into the Quality of Life update we’ll work on next! ^w^
Same goes for all the sound effects! The voice actor has sent us a batch of recordings, but we didn’t get around to processing them and adding them to the game. ^^
How to lewd frenemies!
In this build we’re introducing a new way to have fun with the enemies! We’ve shown this a while back in the “Domcaid” Experimental Build ( https://www.patreon.com/posts/61582560 ) a few months ago.
To trigger a scene, just walk up to the defeated enemy. If there are no other enemies closeby, the game will offer you the option to have some fun!
Do note that the threesome isn’t possible to trigger in this version. We’ll add that back into the game in the Quality of Life update.
Similarly the CGs used to be for game overs. Going forward we’re going to find a new way to integrate them. For now you’re able to enjoy them from the gallery!
I hope you like the changes! Please let us know what you think! ^w^
But wait, there is more!
But this isn’t all we’ve been working on! As we’ve mentioned in our roadmap post ( https://www.patreon.com/posts/66500973 ), Null is currently hard at work on an overhaul featuring a bigger moveset, a higher resolution and some other things.
I’ll just copy and post the release post from earlier. ^w~
Glitchcaid 2
Important Note: Control Scheme is at the bottom of the post!
As the previous Glitchcaid, this build is meant to gather feedback on new abilities and movement options we have been working on.
Since none of the actual in-game content is built around these abilities we made a few raw levels and packaged them into their own little mini adventure for you to enjoy! ^w~
On Difficulty
The levels in this build aren’t big but they are challenging. We made them a bit harder on purpose so you’re forced to really play with them and not just mess around a little bit.
Rest assured: The difficulty in this build is not reflective of what the desired difficulty in the actual Kincaid game is going to be.
New Abilities & Movement Options
Here’s the list of new abilities that you’ll find in this build:
Ledge Grab – We felt like the basic platformer was missing something. Barely missing a platform and falling down felt bad. We went back and forth on introducing walljumping that works everywhere and other options to help with that. In the end we decided to go with ledge grabbing/climbing. We thought it fits the type of levels we want to build a bit better.
Crawling – Only ducking felt a bit too slow and limiting so we decided to introduce crawling. It won’t be super slow tho, as not to interrupt the smooth flow of running & jumping. Together with the ledge grab it allows for far more interesting level design.
Hand-over-Hand Climbing
These mechanics only exist in code now, I haven’t done animations for any of them yet, so the footage looks a bit silly. xD
Reintroduced & reworked Hookshot – First introduced in our “Glitchcaid” demo but deemed unusable because of how little of the surrounding area the player can see. But since we’ve increased the resolution of the game it has become a viable option again!
Gliding – Kincaid’s boots can emit a powerful impulse that allows her to double jump. Now she can emit the energy continuously to allow her to glide down gently!
Rail Grinding – Kincaid can now use the forcefield of her boots to grind along rails at high speed! Cookie made the sprites for this over a year ago but like the hookshot, this mechanic also wasn’t feasible in the old resolution.
Reintroduced Downsmash – Another ability that was first introduced in the Glitchcaid demo. It used to be a charged melee attack. We made it easier to launch and brought it back into the overhaul version.
Reworked Dash & Dodge Roll – The dodge roll felt too sluggish compared to the dash. We brought both abilities closer together and made the roll feel more dynamic.
More Platforming Forgiveness – We added more small forgiveness tweaks like allowing Kincaid to jump up a platform if only a few pixels are missing for her to reach it! Nothing huge or groundbreaking, but makes the platforming experience even smoother overall.
Higher Resolution – We also changed the game’s resolution to better support faster movement speeds and more involved platforming.
Send us your Feedback!
How are you liking the new abilities? Please send us your thoughts and notes!
Important Note
This build is based on the overhaul version I have mentioned in my previous roundup ( https://www.patreon.com/posts/66500973 ) so a few things are broken or not yet finished.
For example, we’ve switched to a new input manager to better support all kinds of controllers. The conversion is not yet complete, so rebinding keys doesn’t work as of yet.
Here’s the default control scheme for playing this build:
Thanks for playing!
Cookie & Null
v2022.03 Hotfix 1
- New Quest added: Water Works! (Includes a full new pixel scene)
- New characters introduced: Kincaid’s sidekick Ai and the evil queen Kaha!
- The first batch of story cutscenes have been added!
- Sounds for “Toy Test-Ride” animation has been added!
- Fixed some bugs in the boss fight.
- By popular demand, the mason Pohaku is also now present in the gallery version of that scene!
- A bunch of minor bugfixes.
v2021.11
Mason Quest Reward!
The quest reward for finishing the mason’s quest for conveniently shaped marble has been added! If you already finished the quest, it should unlock by just talking to him again.
Big Bold Boss Battle!
It’s finally time for another boss battle!
You’ll be able to face the Heavy BOI by going to the obvious boss room in the upper temple area (or start a new game, grab the upgrades you want and use the handy-dandy warp portal).
The boss is going to need some more polish around the cinematics and his tail slam attack effect is still missing, but I am taking a couple of days off and didn’t want to make you wait any longer! ^w^
Warp Room
If your save games get borked you can now start a blank save, grab any upgrades you want from the new start room and use one of the teleporters to get near where you last left off. This won’t fill out the map for you, but at least you don’t have to waste a bunch of time redoing everything.
I hope this quick fix helps with some of the frustration while Null makes a new save game system.
- New content as mentioned above
- Shooting now cancels dodge roll (melee and jumping already did this)
- Various smaller tweaks and fixes
2021.09
Hi Space Adventurer! ^w^
This build is a bit shorter on both features and new content. Null and I are focusing on finishing up the main story and redesigning the world map right now. Until that is completed we decided to make the next couple of builds smaller, focused on lewd content updates, until the overhaul is ready!
We promise the wait is going to be worth it!
Full new CG set featuring Akamai, the shy kobold!
The story that goes along with it is part of the main story, so it is a bit more in-depth and detailed than the “Game Over” ones. Altogether the story has 3694 words. I hope you have as much fun reading it as we had writing it!
IMPORTANT: You can access the new content by heading to the village and talking to the ‘bold wearing a pink scarf!
Some other things that changed:
- Kincaid’s orgasm voiceline has been added to the gecko animation.
- Added some new environmental sound effects, like flapping flags in the village.
- Wolf can now be challenged as often as you want to.
- The healing animation is a bit snappier.
- Fixed a rare bug that could crash the game.
- Fixed a bug where the air attack would not respect Kincaid’s max falling speed.
- Fixed a bunch of collision bugs that could get Kincaid stuck in certain areas.
- Fixed a bunch of visual bugs.
- Fixed a bug where some “Naughty Villager” scenes would get skipped in the gallery.
2021-08
- Fixed: Game crashes in some cases when you hit a “respawn hazard”
- Fixed: You can jump out of the level if you go back to the wolf’s encounter room
- Fixed: Black screen at the start of the flight instructor scene (dialogue invisible)
Build 2021.08
I’m excited to present you with the newest installment of Kincaid!
This one started out as a Quality of Life build, but as life would have it, Null’s coding efforts took a little longer than he had anticipated and we decided to roll it together with a bunch of new content to make one bigger release.
Gecko Game Over CG + Sound Effects
The new CG set contains 8 variations and the story that goes along with it is almost 2800 words long (2798 to be exact)!
I also mentioned earlier that the build would release without sound effects for her, but our sound designer is a super star and he managed to deliver the new sounds way ahead of schedule!
The only thing missing still is Kincaid’s climax – The sound effect got uploaded just as I started uploading the build to Patreon. xD
New Combat System
Another big chunk of work in this build is the new combat system. Null wrote it completely from scratch for a variety of reasons. We also added a bunch of extra polish to combat to make it feel better:
- New punch and splat effects
- New “swooshes”
- Hitting enemies can knock them back
- Defeated enemies get knocked back extra hard instead of just splatting to the floor like before.
Let us know what you think of the changes!
Next Planet Preview
The Glitchcaid Rift in the chambers of the Kobold Queen has reopened! It now leads to a little preview area to showcase some of the art for the next planet we’ve been working on!
There’s also a new song added for this area as well!
Be sure to check it out!
Smaller Quality of Life Changes
In earlier builds of the game, when you hit your head it sent Kincaid flying down, making some jumps unnecessarily difficult.
Now, if you hit your head, Kincaid sticks to the ceiling for just a little bit, before starting to fall.
It’s a subtle change but it makes managing some areas much easier and it just feels nicer.
That’s the biggest changes so far! Be sure to check out the changelog for some minor things as well.
Have fun with the game!
Cookie & Bunny
2021.08 Changelog
Added
- Gecko Game Over Scene with 2798 words!
- Gecko sound effects (gameplay & act)!
- New Attack: Upper Cut!
- New Music: Mystic Forest Theme!
- New Area: Mystic Forest Preview Area (Accessible via the Glitchcaid Rift in the Treetop Palace)!
- New punch effects, impact effects and attack swooshes!
- New minor enemy: Will O Wisp!
- Quality of Life addition ‘Head Bump Forgiveness’: When you bump your head on a ceiling at high speeds, Kincaid now sticks to the ceiling for a moment before falling down!
Changed
- Completely overhauled the combat system.
- Tigers have been rewritten from scratch. They’re a bit more like relentless fighters now.
- Sneak bush tigers have been removed (for now).
- Flying insects now hurt you on touch.
- The wolf has been moved to the new preview area.
- Aerial forward attack has gotten a nerf.
- You can only attack once per jump, but it resets on double jump.
- Healing now consumes on use and is applied at the climax of the animation. If you get interrupted in between, the healing charge is lost.
Fixed
- Healing energy pellets circling Kincaid endlessly.
- Wolf has updated attack boxes to be more fair.
Build 2021.05
- Gecko enemy (including pixel act animation and gallery entry)
- Charger Kobold
- Bomb Lobber Kobold
- Flapper Kobold
- Diver Kobold
Changed
- Blaster now gets charged for each melee attack
- Defeated enemies drop energy pellets used for the healing ability
- New enemies have been placed in all areas of the world
- Wolf fight has been made a bit easier to account for the new healing system. The wolf drops healing pellets when he gets attacked during his magic attack phase.
- Attacking a slingshot pellet throws them back at the enemy now, dealing damage. This also works for bombs of lobbers and flappers!
Fixed
- Sometimes jumping off a ladder would play the jump sounds twice
- Some minor bugfixes
Build 2021.03
- Sound effects for the tiger
- Sound effects for the flight teacher scene
Changed
- Kobolds have been updated to the new design
- Kobold threesome is “juicier”. ^w~
Fixed
- A game crashing bug with the respawn manager
- Fast vertical movement messing up the parallax scrolling
- Major refactoring of the cutscene system
- Pausing/unpausing during respawning deals extra damage
- A bunch of minor bug fixes
Build 2021.02 Hotfix
- A short cutscene to help people find the missing friend
- A sign at the start of the game to guide the player towards the new content
Changed
- 18+ warning now reflects key rebindings
- Mason dialogue now shifts over to the elevator to better demonstrate how to access the new area
- Elevators now have a consistent way they are operated (interact button, instead of Up, like doors)
- Kincaid now remarks on the mini slime running away when she drops it, to make it more clear to the player what is going on
- When the queen is riding on her favorite dildo, the pillow where it usually lays on, is now empty
Fixed
- One of the particle systems did not work
- Kincaid is able to roll through hazards – now hazards ignore i-frames again
- Releasing the jump button after using a bouncing platform would cancel the jump
- Opening/Closing temple doors positioned the sound loop in the wrong spot, making them inaudible
- Respawn manager did not work properly – downed enemies respawned too early
- A bug where Kincaid would just slide back and forth when standing on a jumpthru platform and touching another one above it (mainly one spot in the kobold village)
- ‘Naughty Villagers’ gallery entry now unlocks with older save files where the player already finished the quest and has talked to the queen
- Fixed some areas where the player was able to dash/doublejump out of the level bounds and fall into oblivion
- A bug where Kincaid would be able to push blocks when she was stunned
- Game crash when getting grappled the exact same frame she hits an enemy
- Returning to the main menu while the mini slime rides on your head would crash the game
- Visual bug after defeating the wolf – The fader was on the wrong layer
- Destroying a wall critter with the blaster would crash the game if you left the room and returned immediately
- Defeated kobolds that don’t respawn would leave orphaned hitboxes behind
- Tiger grabbing you out of a dash puts the act-object deep into the ground
- Pressing the Interact button near a sign and a kobold NPC would trigger both interactions, making them overlap
- Tiger freaking out near ladders if you touched them
- A small visual issue with KO’ed tiger animation
- Kobold hunter got stuck on slopes when attacked and pushed upwards
- Kincaid looking up/down now respects screen-locking combat arenas
- A bunch of not so nice word repetitions in the CG for the tiger
- Some more minor word smithing in Interactions and dialogues
Build 2021-02
Head to the village and talk to the mason in the lower left corner. He will give you a quest and you’ll be able to access the new area with his elevator. Have fun exploring!
Here’s what’s new:
- Sabertooth Tiger as a new enemy type has been added.
- Stone Mason quest has been added (reward has not been fully implemented yet).
- Old City ruins are has been added (a total of 21 new rooms).
- Mini Slime Mini Quest has been added!
Build 2020-10 Hotfix v2
- Removed watershader and replaced it with a simple animated texture
- Fixed hardlock if you faint after defeating the wolf
- Slimes do not keep their momentum now after you struggle free
- Making-out sound loop added to the gallery for the kobold
- Added a little hint to show players how to proceed when reading the cover letter
- Fixed a place where you’d get stuck in the ceiling if you used dash to move from room to room
- Fixed background covering up the room with the elevators in the temple.
- A bunch of minor bugfixes
Build 2020-10
6 new sex animations (for Kobold NPCs)
Lots of new player animations
Sunken Temple area (accessible shortly after defeating the wolf)
New water system
Underwater mechanics and hazards
Changed
Air attack now has a dedicated animation with a hitbox that reaches above Kincaid’s head, making it easier to hit flying enemies.
Energy system and Glove blaster have been completely redesigned. Energy now works with charges. Healing and shooting require one charge. Blaster does a lot of damage.
Glitchcaid Rift has been removed.
Dash ability can be found in the Sunken Temple area
Metroid-Critter-Crawlies have a more forgiving hitbox
Fixed
Metroid-Critter-Crawlies can’t be used to get unlimited energy anymore.
Build 2020-06
- Gallery mode, accessible from the main menu. Unlocks are global and not tied to a specific save file.
- Minimap (accessible via TAB on keyboard or SELECT on the gamepad)
- Kobold village + first batch of NPCs
- New music (village theme, mines/deep jungle theme, jungle boss theme)
- Some special effects & Lighting effects (used mainly in the village for now)
- Small transition animation for the wolf, picking Kincaid up
- Cutscene & Dialogue System
Changed
- New & improved way of handling parallax backgrounds (not noticeable by player, but gives some performance improvements)
Fixed
- A bunch of minor things
Build 2020-05
- Pausing and unpausing during a threesome doesn’t deactivate the invitee but the animation keeps playing.
- Small collision bug in the cave. Kincaid would get stuck if you double jumped from the save spot.
- Double-Tapping the jump key allows for a fake double jump.
- Movement key mapping resetting every time you go back to the main menu.
- Ceiling slopes can’t be used as ziplines anymore.
- Becoming invincible if the wolf flames are the last thing that hurts you.
- Jumping on a defeated slime doesn’t push you into the ceiling anymore.
- Menu getting skipped in HTML5 build.
- HUD disappearing sometimes when you lose and respawn.
- Gamepad stopped working in HTML5 build.
- Jumping from ladders had no sound.
Build 2020-04
- Kobold threesome! If there are more Kobolds around they will now come over to observe the fun. If you want you can invite the lucky winner for some 3X fun!
- Zooming into sex acts.
- Inputs are remappable now – both for keyboard and for controller.
- D-Pad support!
- Input buffering for a lot of the action keys. This means that things like jumping still register, even if you pressed jump slightly before landing. Similarly works with dodge rolls, slides and attacks.
- Corner forgiveness for head bumps. If you barely hit a corner now, instead of sending Kincaid flying down, we gently nudge her around the corner without interrupting your jump path.
- In-game tutorials and reminders for controls and abilities.
- Multiple save files and the ability to erase them.
- Play time is tracked per save
Changed
- Health got an overhaul as another step towards more metroidvania-like systems. You now start the game with less HP. Health items increase your Max HP and save points heal you fully. As a result, there are now less health items in the world (but altogether still more than you need to max out your health!)
- Dodge rolls can now be cancelled with a jump or an attack.
- Increase slime’s attack animation speed slightly.
- Sneaky slimes now do damage if they catch you, instead of only stunning.
- Kobolds are stunned for a little bit longer.
- Kobold pellets are a bit faster.
Fixed
- Various bugs I introduced during a long refactoring pass I did on the whole game (cleaning up the code-base, making things more efficient in the long run)
- Some typos in CG scenes
- Have fun everyone and thank you so much for your support! Thanks to you the game just keeps getting better and better!
Build 2020-02
Even though there is no new lewd content, there is still a lot of new things to discover! I made two new tilesets and redid the whole starting area. The whole area spans the size of the temple.
There is a new piece of music, which is playing in the illustrated game over screens. A bunch of new sounds have been added, including some environmental sound effects and sounds for the slime enemy. The wolf enemy will be voiced next!
We also fixed the controller issues! So you can finally play again with a controller. ^-^
Aside from that there have been a bunch of bug fixes and tweaks. Going forward we will try to be more organized so we can have a proper changelog. ^^;
Build 2019-11
The wolf sprite has a total of 444 frames of animation (100 frames for combat and 344 for sex act), 8 high-resolution CG illustrations and 10 high-res overlays for the CG sequence (cutouts of her face, the woof and internal shots). The encounter story that comes with it has 1260 words for the script!
The world itself has not grown or changed much, since we are reaching the point where we are going to restructure the world soon anyway.
Auto-Save & Continue
The game now autosaves at the various checkpoints within the game. It is still unclear where they exactly are, but we tried to space them out in a fair manner. With the next update we will introduce proper save spots in the game.
You can continue where you left off if you choose “Continue” from the main menu!
Build 2019-08
N/A
Build 2019-07
TBD
Build 2019.05
Before I dive into the build and what the focus is, let me just get it out there: The slime is not in it yet! But no worries, I will be releasing a second build later this month, which will have the new sex content. ^w^
This build is focused on new moves Kincaid can do to navigate the world and evade enemies. We introduced double jump, dodge rolling, ducking and sliding.
Ducking is pretty self explanatory. Dodge rolling and sliding evades enemies and projectiles, but it does not protect you from environmental hazards like spike traps. So be careful where you roll that big juicy tushy!
In the final game, these abilities might be unlockables that you don’t have from the start.
In order to play the new rooms, choose “Temple of Trials” from the main menu. The old levels are still there and have been changed slightly to address some issues players were having with them.
The Temple of Trials is a set of rooms that will test your skills in using the new abilities and exploring some level design concepts for them.
And just to reiterate: This is not the way we will be presenting levels in the final game. While the game is still in development and we’re playing around with different ideas and concepts, we will be making rooms specific for each version for you guys to try things out.
Once Kincaid’s abilities and the way you get them are decided upon, we will move to production and create the actual game world her.
Controls:
Other new things:
- Settings menu for video and audio
- Cute new smooching animation
- Kincaid is less grumpy when she idles
- Jump-thru platforms
- Slopes
- Moving Platforms
Known Issues:
- Moving platforms can push or pull you into solid obstacles.
The next steps:
After seeing how people like the new moves and squashing any bugs surrounding it, we will tackle the combat system next. Right now combat is very simple. For the new combat we will introduce combo attacks, dedicated air attacks and experiment with (charged) ranged attacks.
I hope you’ll have fun with the new level set!
Warm regards,
Cookie & Null
———————-
Initial Release
Build 2019.11
It’s finally here! But before I go into the meat and potatoes of the release post I want to say…
A Big, Fat Thank You!!
Bunny and I want to thank you from the bottom of our hearts for your support and encouraging words during the past couple of weeks. Things have been very rough for us, but the encouragement from the community has helped us remain sane during this stressful time.
Without you I would have never dared to make a game of this scope! We love you! <3
!! IMPORTANT NOTE !!
Before you ask, this build does not contain new lewd content! If you just want to see new lewds, wait until the next one, because I just started working on the next scene. ^w~
But if you want to see the new art & levels and the overall direction we’re taking Kincaid, check this one out!
A lot has changed!
… and is in the process of changing.
We’re in the process of switching gears from pre-production to production and a lot of the work involves incorporating the new environment art and all the changes we’ve introduced in the recent Experimental Builds into the main game branch.
New resolution – Old resolution was too limiting and we got frustrated as we tried to introduce new enemies and mechanics. The bomb throwing and flying kobolds made this painfully obvious. We bit the bullet, knowing we’d have to rework a lot of the levels but we’re glad we did it!
All new environment art – Fabian did an amazing job! Styles are different but they work well together, resulting in more readable characters in the world. It was a big project and Fabian did an amazing job. The new tilesets look gorgeous and he touched up all of the Kobold Village to fit into the new style he is bringing to the table.
Reworking the world – Big art update and higher resolution/more visible area means that it’s finally time to rework the world from the ground up – and in this build we kicked off this process! I’ve talked about it in the past:
In the beginning of development we just kind of built the world around what we were making content and feature wise at the moment. But we’ve now reached a point where the foundation is there and we can look at it critically, take it apart and turn it into a game experience that makes more sense. This includes enemy placements, cutscenes and story beats and the order in which you acquire new abilities.
There was also a big imbalance in area sizes – the jungle was so tiny compared to the temple and even the caves/mines!
We took a step back, looked at our story and planned a world map for the planet.
Combat changes – Kincaid can do full air combos that give you some amount of air time. We want to introduce more flying enemies and this change should make it more fun to fight them. Also the combo has been made a little bit longer and faster.
Kincaid has some new movement options
- Crawling
- Ledge climbing
- Hand over hand
- Ziplines (Coming next build!)
- Rail grinding (Coming soon!)
We put a big focus on making moving around the environment more fluid and fun!
Some minor Quality of Life things
Inputs are shown in the upper right corner for a moment. Going to the pause menu brings them back up.
Options for lewd sound effects – None, only plaps and stuff, Kincaid, Kincaid+Partner(s)
What’s missing still
CGs – Since Kincaid initiates now they aren’t suitable for “Game Over” situations anymore. We’re going to find new homes for them and rewrite the intros to fit the new context.
Enemy placements are temporary still as the world is still getting expanded on and new minor enemies, critters and traps will be introduced in the coming builds!
Not all rooms have been fully decorated yet – so over the next 1-2 builds we are going to cement in the visual art style of the environments and biomes, including ambient sound effects and particles, etc. – Fabian’s art is so pretty and we want to make it shine!
Not all areas are done yet – You can play up to the village and enter the rift to see wolf and bear but all the quests have been marked completed for now.
Water pass – Old water doesn’t fit anymore and we’re working on a style that will work on all planets!
Rebindable input – Temporarily broken as we moved from GameMaker’s standard input system to a new, more robust one made by a third party. It’s more robust and supports a wider range of input devices from the get go and is kept up to date!
Save Games – Save system is not in this release yet as there are only 2 areas. Instead the main menu temporarily offers you different, convenient starting points. Don’t worry, your old saves remain and are playable with older builds still!
Fast Travel – The world has gotten very big and is only going to grow, so we’re going to introduce a fast travel system very soon.
No minimap yet – we’re going to completely redo the whole UI and part of that is the minimap. We’re moving away from a square based minimap to an area-based one.
No collectible abilities – They’ll get reintroduced of course – At the right spot, in the right order. For now we’ve given the player dash ability and blaster just to have some fun with it.
Controls:
- Jumping – A
- Attacking – S
- Ducking – Down
- Rolling – ‘D’ or RT on the controller
- Sliding – Ducking + Rolling
- Blaster – Q or B on the controller
Win: KRAKENFILES – MEGA – MIXDROP – PIXELDRAIN – WORKUPLOAD
Glitchcaid 2 (Test old demo)
Win: GOFILE – PIXELDRAIN – UPLOADHAVEN – ZIPPYSHARE
Extras: Cheats* –
Gallery Save* – Prototype*This unofficial port/version is not released by developer, download at your own risk.