The prize money and positive feedback allowed them to push on and develop the game for full release!Ĭhucklefish came onboard as INMOST’s publisher in March 2018, enabling Hidden Layer Games to expand their development team and release scope. Should it fail, they knew the studio would be forced to close.īorn out of this was INMOST’s prototype, which was first shown in 2017 at DevGamm, Minsk and won the award for ‘Best Indie Game’. Each project made just enough to keep them afloat and fund the next one, but the team always dreamt of breaking the cycle, gambling their savings and making something bigger, and more artistically-driven. Originally they worked remotely – Andriy from Kyiv the capital of Ukraine, and Alexey from a small Russian mining town called Zverevo, until tense political situations between the two countries led them to relocate together to Lithuania in 2016.Īlexey and Andriy had been making games together for over 8 years, experimenting initially with small Flash games, HTML5 and later mobile games development as their audiences grew. INMOST was originally developed by a small two person team in Vilnius, Lithuania – artist Alexey Testov and programmer Andriy Vinchkovskiy. In an old abandoned castle, you’ll need to explore every nook and cranny, avoid detection, slice your way through enemies and spring deadly traps in order to escape the evil that lurks within… Development History Don’t let the trailer fool you - Inmost’s trailer leans heavily on horror elements, but the game digs deeper.INMOST is an atmospheric, story-driven puzzle platformer, following three playable characters within one dark, interconnecting story. While the spooky stuff makes for better trailer fodder, it’s the game as a whole that will leave the biggest impact on you. That depth is not something a brief trailer can convey. Inmost tells a handful of different stories at the start of the game. With that said, maybe “pleasant” isn’t the best word to use.īy the end, those stories are interwoven with a few twists that pleasantly surprised me. Inmost is a dark game that deals with some serious mental health issues, but the shadow of depression is darkest. Inmost isn’t trying to build tension with it’s preemptive warning about the content of the game being upsetting for some players - that’s a legitimate trigger warning. I played Inmost on my iPhone, via Apple Arcade. Inmost is set to release on the Nintendo Switch and on Steam, but no release date is posted at the time of this review. I mention the platform because players choosing to try the game using a console controller (or a controller that works with an iPhone) will likely have a more enjoyable experience than I did attempting to control the combat with swipes and taps. I don’t have a controller for use with my iPhone or iPad, so while playing Inmost I used the touch controls the game has built in. The touch controls worked well enough for the slow-moving parts of the game, which are about 70% of the gameplay experience. Slowly sliding your finger to the left or right causes characters to move in the desired direction. The controls weren’t an issue for any character but the knight. With the knight, tapping is how you swing your sword and use your grappling hook. Swiping your finger causes the knight to dash in the direction of the swipe, but if you’re not fast enough the knight will just take a step or two in the direction you swiped.Įarly in the game, when enemies are spread out or easy to dispatch one-by-one, dealing with the tap combat was fine. I’d run over to an enemy, tap-tap-tap, swipe the knight out of the way to avoid the enemy’s attack, and move the knight back to melee range to finish the monster off with another few taps. Near the end of the game, the knight faces swarms of enemies that require the knight to move in and out of enemies’ attack ranges usually with just enough time for a quick stab before they have to dash out of the way of the enemy that was moving in behind them. Managing those combat situations was frustrating. Sometimes the quick-stab morphed into an elaborate attack that cost me the half-second I needed to dash out of the way. Or the game wouldn’t register I swiped (which, to be fair, I may not have been pressing hard enough in an effort to pull off the dash as fast as I wanted to) and the knight would just take a step instead of dashing away.
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