![]() There are a few interesting twists on the formula, like the life-bar being a set of balancing scales, so the winner is always the one dealing comparatively more damage than the opponent, but ultimately the systems feel ordinary and familiar.īut card game shenanigans aren’t what we’re here for – if you wanted Inscryption to be as deep as Magic: the Gathering, you might as well play Magic: the Gathering instead. Various special features differentiate cards, such as flying over the opponent’s blocker, or evolving into a tougher animal after some time has passed. The card game mechanics are most easily compared to something like Magic: the Gathering or Legends of Runeterra – each card has an attack and a health value, and cards can attack either your opponent’s creatures or your opponent directly. ![]() Ending your turn makes your animals attack your opponent, and the opponent gets to respond in kind. Squirrels are free blood which are required to summon the more powerful attackers, like wolves or ravens. Each turn you can draw from a deck of your owned cards, or add a squirrel to your hand. In your hand are cards featuring various animals which make nervous or pained expressions at you. They’re a dungeon master in the vein of games like in Hand of Fate, but this game seems to have higher stakes than your average round of cards. Players start out sitting opposite an entity shrouded in darkness. So when hearing about the upcoming horror roguelite Inscryption by Daniel Mullins Games, developer of the unsettling Pony Island, I was cautiously excited. ![]() Having played Shephy, I’m all too familiar with the kind of existential horror which can arise from an innocent-looking card game. I’m surprised that more developers don’t take a systemic approach to horror – we get lots of games that lean away from game mechanics and skill-based interactions, but there’s a richness to be explored within the language of game systems too. ![]()
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