On the Gamescom stage where game companies, developers, and gamers from all over the world gather, Dealick Entertainment presented several games, including 'Incullinati'. Among them, the name 'Incullinati' was also unfamiliar. It was because the art with a deep manuscript was attracted.
'Incullinati' is a work that uses the fable-like world one by one, as the user directly holds a git pen and writes a world like the fables. The reason why I picked up a fable collection of the Middle Ages with the living ink was that the characters they fight together were ridiculous and humorous animals.
After graduating from the undergraduate course, the game, the user's alter ego and the same being as the game name, is drawing a beast to fight with himself with a living ink to complete his book. It depicts the process of fighting the enemy blocked. In the meantime, the composition of buffs or debuffs depending on what you are in the event you meet or by chance will probably have noticed the game for a long time. Isn't it a general configuration of deck buildings, a common genre that can be seen in the indie game world?
If it was a few years ago, it would have been unique enough to adopt medieval graphics and the composition of deck buildings, but the genre is unfortunately the genre of red ocean. Of course, the combination of the humorous character, which seems to have been drawn with a feather pen on the background of parchment that can be used to keep the material called living ink, is so powerful. However, if the 'core' ended in a deck building, it could be felt collapsed.
To prevent such feelings, the game adopted was that the user's alter ego or beasts were put in the game. The user's alter ego was simply fixed to the place, not just moving, not just a busy card, but also moved one space like a chess king or damage to the enemy in the range. The beasts also had to take a tactical movement as they went back and forth like chess male.
At that time, it was not just a chess-like plane, but it added strategies by adding different structures and characteristics to each map and adding elements such as obstacles. As a side-scrolling form, the object was arranged, so in order to diversify the structure, there was a height difference, but it was also possible to use it to fall. Naksa took place not only at the cliffs of the map's corner but also at the height of the difference, and because of the equator's fall, the player had to pay attention to the beasts every turn.
In addition, the obstacles on the map were also a good strategic point because the units could not be placed in this game. When a sword that could only attack right in front of the obstacle was in front of the obstacle, it was because of the geographical advantage of being able to attack until it could be attacked until it was pierced by a small obstacle.
Different characteristics for each map terrain were one of the elements that squeezed their heads. In the demonstration version, it became 10,000 chapters, which are the tutorial stage, and the map is likely to win the enemy as soon as possible or keep the enemy's stamina as soon as possible.
The gameplay of 'Incalinati', which combines such elements, has been somewhat different from the common deck building. This is because there was a taste of placing a unit like a chess male without a spell card, how to arrange the unit to eat opponents, or to collaborate with other allies while blocking the career. In addition, if you calculate the cools of units and Inculti Nati and use it properly, you can feel the beauty of handling the enemy while minimizing the damage of allies.
Such SRPG strategy was more than falling, and it was fun to squeeze my head and put my tombs. No matter how strong the enemy units are pushed down and dropped, the technique of cutting the enemies that follow after moving to induce it was quite so small. That is possible, because if it moves more than a certain distance, the unit must rest unconditionally. If you calculate it and move it, I can move right away, but there is a small number of gods that can be moved and unable to move immediately.
Not only that, but also the eyes that could be glanced at the whole adventure. Unlike other deck buildings, if only the same units will be played, some kind of fatigue will accumulate and the summons cost increases. So, often, a technique was required to compete with other units to attack the stage and manage fatigue. Moreover, if the enemy kills the priests or nuns, it takes a debuff, so it was possible to play smoothly if it was necessary to kill the debuff.
Not only simply competing with AI, but also supporting local wars. Although it was not presented in the demonstration version, it was because some elements of the map were selected by choosing the skills and bottles of their avatars. I was able to confirm the short-headed fragment that squeezed the head where to place the unit and where to attack and what to attack.
In this way, 'Incullinati' was definitely a decent feeling as well as the art of the medieval picture book. However, it was unknown whether this force would continue in the second half as it was played when there were few units in the early days. In addition, if you assume PVP, you will notice places to hand out in addition to the unit balance. It's an attractive point to fall down the enemy, but if you stick with other users, you can raise prayer almost every time, but AI doesn't use it well, but it's not easy for users to use it.
However, it is as good as the core that is carefully unveiled by taking the humorous characters with organs or chesss one by one, and it is as good as the core, and it tastes like placement, cost management, and the combination of disease. I think it's a title you can expect.
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