Roguelite-adjacent reminiscent of FTL meets Realms;
Player control is reduced to major decisions for the train crew to execute. (I found myself using keyboard for choices, and mouse for direction.)
While it could be fun to see consequences for interacting with other survivors develop, or crew-distribution changing results, the unstoppable horde makes that mostly moot.
Larger enemy encounters do interrupt the flow of the main gameplay loop (and has soft locked me a few times when my furs just hid in the engine long after the train was picked clean of any useful resource. But inserting an encounter timer (distance to next point/diverging paths) or more interactive action gameplay could change what this game is.
As a prototype, I can look past these imperfections to see that it proves that the underlying game is solid.
- Overall Trakbound strikes a nice balance between uncertainty/ambiguity and a feeling of control while trying to keep a train from being enveloped by a relentless force of narrative contrivance nature.
Very interesting gameplay! I loved the mix of combat and social interactions, though some fights were really tricky XD
i did not read the rules and i won with no trouble
probably the best proto-centric game i have ever played
will play again