Monster Train dev's new game Inkbound reinterprets Hades, and it works

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Monster Train dev's new game Inkbound reinterprets Hades, and it works
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Inkbound totally gets it. It understands what makes a Roguelike really compelling and exciting. This is the new game fr…

The magic revolves around, I think, an equation of powerfulness. It's in allowing the player to break the game in their favour if they gather the right abilities and upgrades and power-ups, just as you can in Slay the Spire, and just as you can in Hades. It conjures that beautiful moment where you suddenly make light of all the heavy work that's come before, and for a glorious moment, nothing seems to be able to touch you. And Inkbound absolutely understands that.

There's one huge difference though, and it's combat. Combat is turn-based, though it feels real-time in how you move around, which is maybe why it feels a bit strange. It's governed, though, by turn-based principles. You have an amount of energy you use to move and attack, and abilities have varying costs. And when you're happy with what you've done, you end the turn and the enemies take theirs.

This is a particularly busy example! A boss battle. Those pink rings, they denote areas that will cause damage when the turn ends - not a great deal of damage, but if they're overlapping, you could be in trouble. That blue circle is an extra energy point I could collect. You see my energy below on the blue bar, and health on the red bar. On the left of the hotbar are my abilities and their costs and cooldowns; and on the right, my relics.

I'm less keen on the overall look - Inkbound seems to have aimed at something like Hades but missed the kind of delicacy and flourishes that made that game work so well. It's a bit crude by comparison, and lacking detail, particulary in characters.

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eurogamer /  🏆 68. in UK

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