![]() Like the second half of the game just wasn’t completed so a finishing sequence took its place. The game reaches a climax as it deletes itself, and that’s it. I was enjoying myself so thoroughly up to this point, expecting to see even more cool innovations, and more unique environments with new puzzles. It feels like half the game is missing here. The game moves into a final sequence, where you get to see a small chessboard style map for the Necromancer, a refight against the Beast scrybe, that turns into just inflicting damage for no reason, and then a Yu-Gi-Oh 3D battlefield style duel with the Magic Scrybe. Having now beaten the Beast Scrybe, from the cabin, and the Technology Scrybe in this section. Upon beating this section, I was expecting to be thrust into another revamped game, so that I could compete with the two other Scrybes. It seemed like half the amount of love went into this section of the game. The puzzles in the area aren’t anywhere near as complex as the start of the game, and far easier to brute force. This section in of itself is fine, and enjoyable. 5 lanes of cards now, and a focus on blending the power and gem cards as the main focus. No longer the roguelike, but a progressive RPG with checkpoints. Problematically, after finishing this section, you get pulled back into a 3D cabin like sequence again, with a slightly different map methodology. Technology deck, that involves building up power over your turns to play more powerful cards, or the beast deck which is most familiar to the style of game you’ve already played for the last few hours in the cabin. Necromancy cards that require bones, a magic deck built around empowering other cards with gem cards. A 2D dungeon crawler like aesthetic, with a completely revamped card battle system. Reminiscent of some old school card battlers. Then about halfway into the game, after beating the glowing eyeballs of the game master in front of you, you are blessed with an almost completely new game. There is a wide variety of cards to learn and play with. From undying, being able to sacrifice a card infinitely, flying. Four card slots, the ability to see where your opponent’s card will be ahead of time, and a variety of card effects. Inscryption has a somewhat in-depth card system at first glance (that becomes immensely more in-depth and complicated about a third in) that is easy enough to pick up and play. I’m not a huge card battler fan, not typically a fan of the sheer random nature of them. I played the demo a little while back and found myself somewhat enjoying the style of game. Inscryption is many, many things rolled in to one. If you’re looking at this strange game with confusion, don’t worry. Inscryption is one of the strangest, uncomfortable, bizarrely horrific and puzzling psychological horror deck building game, I’ve ever come across.
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