Her sequences largely involve finding items and pushing or pulling chairs and boxes around in order to climb to higher areas, like a high shelf or the attic. ![]() She’s wandering around her house, having adventures with her stuffed rabbit, who has imaginary conversations with her. The little girl’s gameplay is similar to that of the man. It helps that the knight’s sequences don’t overstay their welcome. The combat is satisfying, if a bit rote, but there’s a dodge roll and a combo attack to keep things interesting. The knight serves a foreboding-looking entity who collects “pain,” embodied as small white crystals-but they seem to have a different meaning from the man's crystals. The knight is combat-oriented, fighting hordes of blob-like enemies and using a grapple to travel across gaps. The man can also find collectible small white crystals that can be traded to an NPC for more background on the story. His area has a bit of a Metroidvania undercurrent, as every item or tool the man finds can be utilized throughout the maze. While their stories do eventually intertwine, they all play very differently: the man’s gameplay is similar to something like Limbo, where he must use items, tools, and some basic platforming to move forward. You play as three different characters, each in their own setting: a middle-aged man in a maze-like area, a knight in lonely landscapes, and a young girl in her home. Inmost is a side-scrolling platformer at heart, but it tells a dark and tragic story that at times had me sympathetic, anxious, scared, and even a little teary-eyed by the end. I wasn’t completely sure what to think of Inmost when it was briefly shown in the recent Indie World presentation, but whatever I thought did not prepare me for what it turned out to be.
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