Inkulinati is a roguelike game that was inspired by the crude jokes written in the margins of old books. Here are some tips to help you on your first trip.
Inkulinati is a roguelike game where you direct a group of beasts to fight mediaeval knights, alewives, and other enemies. Battles happen on the pages of paper, where you draw your Beasts with Living Ink and control them with your hand.
The way Inkulinati fights is easy to understand, but it can be hard to figure out how each Beast, Talent, Hand Action, and area effect works. Below, we’ll look at a few tips that will help you get started on your first trip.
Since Inkulinati is still in Early Access on Steam, the information in this guide may change as the game gets new features.
Pushing To Win
In Inkulinati, pushing is a big part of the game that can be used to great effect. Your Tiny-Inkulinati, or just “Tiny,” and a few different Beasts can both use “pushes” to move enemies or items around the battlefield. If you push a Tiny or Beast off the edge of the field, they will die right away.
Because of this, you should always be aware of which enemies you can push and which foes can push you. Because a pushed Beast will move to the next open spot, you can set up ways for your Beasts to push enemies down, sending them flying past their defences and into the depths below.
Always try to push your enemies when you can, as this will cut down on the time it takes to attack them regularly, especially dangerous enemy Tinies.
Don’t Get Bored
Boredom is another big part of Inkulinati that will change how you deal with each fight. After a battle, the Beasts that were involved will get bored, which will make their next fight cost more Living Ink. This means that it will get harder to use the same Beasts over and over in later fights as the cost to summon them keeps going up.
To deal with this, you should switch out your present Beasts for others. When a beast takes a break from fighting, its Boredom will go down. There are other ways to fight boredom, like learning something new at a special event. Remember that Beasts that are used in battle get bored, and Beasts that aren’t used in battle lose boredom.
Keep in mind that Beast vs. Beast battles won’t make you bored. Here, you should bring your best Beasts to fight the other team.
Plan Your Turns
Even though you only have a few options each turn, each one is important because of Inkulinati’s different stage effects, Beast attacks, and Hand Actions. Because you don’t always have a lot of options, you’ll need to give each turn a lot of thought.
For instance, is the enemy Tiny-Inkulinati close enough to be pushed? Or, you could set up your Beasts so that you can choose to push them on your next turn. In the same way, is it safe for someone to push your Tiny?Is there anything you can do to protect your Tiny and put yourself in a better situation for your next turn? As you can see, there are always a lot of rules to keep in mind during each turn. This makes each meeting deep and different.
If each encounter is getting too complicated, try to keep things easy. You’ll be fine as long as you remember to keep yourself safe and fight the enemy.
Synergize Your Loadout
As you go through your trip, you will earn Prestige when you win battles and do other special things. At the end of a journey, you will be able to use new Beasts, Hand Actions, and Talent skills if you have this Prestige. Your loadout is made up of all of these things. In this way, a loadout with a lot of benefits will do much better than one without.
For instance, there are a number of Beasts, Talents, and Hand Actions that give Halos. When you use these together, they can make your Beasts stronger. In Inkulinati, you can try out many different builds and ways to play, and the choice is yours. Just keep in mind that some results might go well together.
Don’t Be Afraid To Flee
If you lose a battle, you don’t have to fight the Beasts or Tiny Inkulinati again. Instead, you can run away and move on to the next part of your trip. Even though you won’t get anything for running away, it can be a good idea if you’re outmatched by an enemy.
If you run away, you’ll also save your valuable Quills, which you can use to “revive” yourself if you lose a fight. If you think that fighting the enemy again will end the same way as the first time, you should run away and save your life. This will give you time to get better for the next fight.
Beware The Apocalypse
After a certain number of turns, there will be an Apocalypse, which will slowly change the field. For example, when you use Apocalyptic Fire, flames will appear around the edges of the field. At the end of every turn, these will move one tile to the right. This fire will also kill quickly any Beast or Tiny that ends their turn in it, forcing you and the enemy to move slowly towards the centre of the arena to avoid it.
There are a few different Apocalypses to run into, and they all serve the same purpose: to start ending Geometry Dash Subzero game. When an Apocalypse starts, you have the chance to go on the attack and put the enemy Tiny in a bad spot. Just keep in mind that you can do the same to them.