Movement 2.0
Hello all!
Andrew, aka. Avarem, here. I’m the Creative Director here at Shiny Shoe and one of the designers working on Inkbound.
I’m excited today to talk a bit about some changes to one of our core game systems: Movement.
As you all know Inkbound is currently in Early Access and part of the reason is that we’ve created an entirely new combat system which we know is going to take some iteration to get right. Well, Movement is one of those areas where we knew it was ‘good enough,’ but also there were things about it we wanted to improve.
The main considerations on our mind when coming up with changes to the Movement System were:
The clear result of these considerations was to go back to basics and use a system of ‘movement points’. We had tried this early on in the project and discarded it for a variety of reasons, but as the project has evolved we felt the idea could make a comeback. We implemented a very hacked version in a day and let our beta testers try it out. They said they liked it! It opened up the ability for those advanced players who only used free movement to line up their attacks earlier in the turn, and it added a new dimension of resource management to avoiding AE attacks and optimizing follow-up attacks. The final challenge was going to be communicating it.
The initial step was easy, we simply shrank the ring after every player action. However, we immediately got the very reasonable feedback that it was hard to tell how much you’d have left. You could eyeball it, but would you have enough to retreat to safety? So we implemented a second dynamic ring while the player moved and added a few parameters to let it become more opaque as the player moved further from the origin. This allowed it to generally show up when it mattered most, and otherwise be invisible while the player pondered their initial moves.
Inkbound screenshot by Cami illustrating outer circle, much movement you have total, and inner circle, how much movement you will have left after you use a binding.
Once we knew we liked these changes we added additional ways to the game, since of course what is an Inkbound system if you can’t break it a bit.
And that’s the new movement system we’ll be bringing to you in the Starship of Terrors! I hope you’re looking forward to trying it out, and we look forward to your thoughts!
Andrew, aka. Avarem, here. I’m the Creative Director here at Shiny Shoe and one of the designers working on Inkbound.
I’m excited today to talk a bit about some changes to one of our core game systems: Movement.
As you all know Inkbound is currently in Early Access and part of the reason is that we’ve created an entirely new combat system which we know is going to take some iteration to get right. Well, Movement is one of those areas where we knew it was ‘good enough,’ but also there were things about it we wanted to improve.
The main considerations on our mind when coming up with changes to the Movement System were:
- Even though you could spend Will to move, it often was a ‘trap’ and the optimal way to play was to never spend Will and instead inch forward using the free movement with each ability.
- We felt like multiple rings with multiple costs were hard to intuitively understand and were on the lookout for something more streamlined.
- We wanted to try to discover a way to make movement more of a resource to be managed.
The clear result of these considerations was to go back to basics and use a system of ‘movement points’. We had tried this early on in the project and discarded it for a variety of reasons, but as the project has evolved we felt the idea could make a comeback. We implemented a very hacked version in a day and let our beta testers try it out. They said they liked it! It opened up the ability for those advanced players who only used free movement to line up their attacks earlier in the turn, and it added a new dimension of resource management to avoiding AE attacks and optimizing follow-up attacks. The final challenge was going to be communicating it.
The initial step was easy, we simply shrank the ring after every player action. However, we immediately got the very reasonable feedback that it was hard to tell how much you’d have left. You could eyeball it, but would you have enough to retreat to safety? So we implemented a second dynamic ring while the player moved and added a few parameters to let it become more opaque as the player moved further from the origin. This allowed it to generally show up when it mattered most, and otherwise be invisible while the player pondered their initial moves.

Once we knew we liked these changes we added additional ways to the game, since of course what is an Inkbound system if you can’t break it a bit.
And that’s the new movement system we’ll be bringing to you in the Starship of Terrors! I hope you’re looking forward to trying it out, and we look forward to your thoughts!