{"id":157959,"date":"2022-12-14T22:30:01","date_gmt":"2022-12-14T22:30:01","guid":{"rendered":"https:\/\/harchi90.com\/the-monster-train-devs-new-roguelike-has-the-snappiest-turn-based-combat-ive-seen\/"},"modified":"2022-12-14T22:30:01","modified_gmt":"2022-12-14T22:30:01","slug":"the-monster-train-devs-new-roguelike-has-the-snappiest-turn-based-combat-ive-seen","status":"publish","type":"post","link":"https:\/\/harchi90.com\/the-monster-train-devs-new-roguelike-has-the-snappiest-turn-based-combat-ive-seen\/","title":{"rendered":"The Monster Train devs’ new roguelike has the snappiest turn-based combat I’ve seen"},"content":{"rendered":"
Earlier this year I watched a very short presentation of Inkbound, an upcoming turn-based roguelike from Shiny Shoe, the devs behind deckbuilder Monster Train. I thought it had potential, but it’s difficult to determine just how much potential something has when all you’ve got to go on is footage they’d prepared earlier, like a cottage pie from a Sunday Brunch oven.<\/p>\n
I’m excited to report that I spent over an hour with the game alongside Shiny Shoe’s CEO Mark Cooke and creative director Andrew Krausnick, who were not only lovely but put up with my incredible ability to fumble my turns. Still, I was impressed by how the game’s speedy combat matched its roguelike needs, as it pushed us through even the trickiest of scenarios – as opposed to other strategy games which can feel like trudging through a sea of \u200b\u200bglue.<\/p>\n
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I played a build that was early in every sense of the word. We’re talking not only the first portion of the game, but also placeholdery bits and the very real possibility that lots of the stuff I tackled could change quite significantly. But hey, I got to sample a run which worked really nicely, and gave me the chance to see whether Shiny Shoe’s latest take on a roguelike had the potential to hook me in.<\/p>\n
As is the case with most roguelikes, you begin in a hub area, this time called the Aetheneum, which will act as a home for NPCs and a place to gather your two pals before each run begins. Once you’ve opted to dive into an unranked or ranked run (more on the ranked run later), you’re periodically met with decisions that’ll steer you towards a build or an objective – again, like most other roguelikes. I voted for the starting stage that would lead us towards our quest of eating two fish, because eating fish is good for you.<\/p>\n