I played a build that was early in every sense of the word.
And, as you’d expect, you’re met with further decisions!
Minus the combat, there’s a familiar rhythm to Inkbound’s runs.

But what makes Inkbound’s combat a much quicker affair is its flexibility.
Unlike DOS or many otherRPGs you aren’t rooted to the spot before you commit to a move.
Instead there’s a slightly more open movement system.

What’s the perfect place for the area-of-effect slammo wammo?
Or your smacky wacky which chains lightning to enemies and shocks them for a turn?
Well, just have a quick wander about and find out.

It’s especially brilliant for those of us who struggle to visualise moves before we make them.
Movement is encouraged with glowy orbs that litter each arena.
If you collect them during your round, you’ll earn back some ability points.

Speedy fights don’t mean a lack of cool moments, either.
Incredibly, I pulled it off on some horrible purple worm and it was rad.
Even Cooke and Krausnick were impressed!

I executed on a very loose strategy!
So yes, Inkbound does allow someone without much strategy chops to do fun and interesting things.
It makes sense, considering this is more of an online co-op roguelikin' venture with your friends.
It’s very early days, so my thoughts might be unfounded as development continues.
Let’s hope so.