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Steam News14 May 20242y ago

Top VFX in Inkbound 1.0

Hello everyone! ShinyBrandon here, and I’m the sparkle/explosion/magic maker here at Shiny Shoe. I cooked up many new VFX with Inkbound 1.0 and I wanted to share some of my favorite additions to the game.

In this update5

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Full Inkbound update

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Hello everyone! ShinyBrandon here, and I’m the sparkle/explosion/magic maker here at Shiny Shoe. I cooked up many new VFX with Inkbound 1.0 and I wanted to share some of my favorite additions to the game.

What changed

0 fixes1 addition3 changes0 removals
  • Gameplay
  • Balance
  • Workshop
addedHello everyone! ShinyBrandon here, and I’m the sparkle/explosion/magic maker here at Shiny Shoe. I cooked up many new VFX with Inkbound 1.0 and I wanted to share some of my favorite additions to the game.
changedClairvoyantThis one feels great! Visually telling when the spirit bomb was ready to BLOW for maximum damage was a big upgrade.
changedMagma MinerMy all-time favorite right here! Heat has changed a lot mechanically but almost every iteration was built around gaining 10 stacks or so. It was always important to keep an eye on, but now you KNOW when you’ve got a big hit ready to go
changedThe UnboundThe head flames and glowing mask took a while to hammer out and get just right. It also had to work as a player cosmetic! Overall I’m happy with the results.

Inkbound changes

addedHello everyone! ShinyBrandon here, and I’m the sparkle/explosion/magic maker here at Shiny Shoe. I cooked up many new VFX with Inkbound 1.0 and I wanted to share some of my favorite additions to the game.
changedThis one feels great! Visually telling when the spirit bomb was ready to BLOW for maximum damage was a big upgrade.
changedMy all-time favorite right here! Heat has changed a lot mechanically but almost every iteration was built around gaining 10 stacks or so. It was always important to keep an eye on, but now you KNOW when you’ve got a big hit ready to go
changedThe head flames and glowing mask took a while to hammer out and get just right. It also had to work as a player cosmetic! Overall I’m happy with the results.

New Passive VFX!

We are always looking for ways to communicate game mechanics visually. Passives will only be noticed if there is a visual connection with the characters, so we wanted to step these up.

Here are a few of my favorites!

Weaver

It was always hard to tell when Controlled Weaving was active, so I was thrilled to make it stand out more.

Clairvoyant

This one feels great! Visually telling when the spirit bomb was ready to BLOW for maximum damage was a big upgrade.

Magma Miner

My all-time favorite right here! Heat has changed a lot mechanically but almost every iteration was built around gaining 10 stacks or so. It was always important to keep an eye on, but now you KNOW when you’ve got a big hit ready to go

Please note that the following section contains spoilers regarding the ultimate final boss in Inkbound.

The Unbound

Our big bad final boss HAD to have some cool FX.

The environment FX were a lot of fun. We had to really sell that the land bits were falling through this unraveling dimension.

The head flames and glowing mask took a while to hammer out and get just right. It also had to work as a player cosmetic! Overall I’m happy with the results.

That’s all from me today! I hope you all have a wonderful day and I’ll catch you next time for more sparkles and explosions.

Source

Steam News / 14 May 2024

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