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If you like turn based tactic roguelikes then you'll probably like this game.
I should say I've only done unranked solo, so maybe there's more to it there, but as it is I don't regret supporting them but I think I'm done for now. It sound like I'm not alone.
Okee dokee!
This is why I should take the time to proofread...
(kinda weird to say you've seen everything the game has to offer when you've deliberately avoided big parts of it...gamers)
I meant as far as maps, enemies, etc. I've played a few ranked matches now, and they aren't any different from unranked besides the mods for each book... am I missing something?
Initially it just has some extra modifiers for the books, but it keeps stacking more on as you go up the ranks.
I'm at silver 1 atm, and minions have a 20% buff to health, bosses have a 25% buff, all enemies deal more damage, more enemies spawn during boss fights, the blight deals additional damage, and there's more difficult challenge buffs as well.
It's nothing 'new', but it certainly constricts your options and makes you think harder. Definitely a big part of the game.
it's spiced up by build possibilities between runs being partially random.
On one run with an obelisk I built tons of stacks of spiked and defense. I got shell (2 defense and spiked on cast), an augment to let me cast it for free 3 times each turn, and then just absolutely spammed it. Enemies would hit me, take damage, and die. I would cackle. "Come!" I'd shout, "Come and break your weapons against me!"
The next run I didn't get shell- I instead got avalanche and a freezy cone. I focused cooldown, got dazed to reduce incoming damage, and then built tons of ice stacks, as every ice stack would build a stack of crush on avalanche cast, and every 3 stacks of crush would do 50 flat damage.
Same game, same class, same run, but the options available to me made me play it differently. If I weren't comfortable with the game, I might not have known which options to choose- but I didn't. I've played enough, and died enough, that even given suboptimal choices I can make something to get through.
You'd either really need to like roguelikes to get into this, or you'd really need to like theory crafting builds. Otherwise, it'll get repetitive for you fast.
Of note, this is early access. Like, entered open early access two weeks ago early access. There's plans for more of everything down the line. Classes, enemies, bosses, items, augments, etc.
I guess with Monster Train, the strategy and synergy between abilities were more apparent to me, but probably since I'm more comfortable with roguelite deckbuilders. I was loving Inkbound at first but the sense of repetitiveness out paced everything else and I found myself just sorta spacing out, going through the motions, and still winning.
I also don't usually touch ranked in a game until I know it's something I want to spend a lot of time with, and feeling "done" so quickly made me considering setting it aside. I never really had a run like you're describing where things clicked together. One of my favorite things in Monster Train is that feeling of "getting the engine going", so it sounds like Inkbound has that but I just hadn't gotten to it yet. I thought the core of the game was the quests, and I just wasn't all that interested in them.
I'll give Inkbound more of a chance. Now that I understand unranked / ranked, I'm realizing my main criticism between the two games is that Inkbound has more information that's not entirely obvious right now. Going in I just figured ranked was just posting a score from your run to a leaderboard. Hopefully as the game evolves and I play it more, I feel less like the challenge is coming from not realizing I needed to mouse over a tiny icon I didn't notice.
Thanks!