Ah, yes, rogue -lites and -likes. I don't usually play them, as I said in a previous review. This thing about dying and losing everything is kinda bothersome, even though the -lites diminish the losses when compared to the -likes . Nevertheless, I saw UnderMine on sale years ago and decided to purchase it because, frankly, it looked cute. Now, after playing this title for a while and seeing most of what it offers, I think I can provide a reasonable opinion about the product. I'm giving it a thumbs-up in goodwill, but consider this a mixed analysis — I found way too many nagging problems which disappointed me greatly. It can be alluring to some people, though. Let's take a look. First, a basic summary. UnderMine revolves around completing a randomized dungeon that is divided in five major areas, each one containing a boss at its end. Each run takes perhaps 90 minutes, if you're fast and lucky enough. A successful full run increases the difficulty level of the next. This mode is the -lite facet of the game, and you're expected to improve your character before facing further matches. After you complete your first run, the final boss arena is unlocked, but the story only requires you to kill him once in order to "finish" the main campaign. There's this optional slime boss that can be acessed through a door somewhere in this dungeon, but reaching and defeating it is too much of a pointless hassle. For the masochists out there, the developers created a secondary dungeon designed to function like a true -like experience, forcing players to start each attempt basically nude. I didn't waste much time on this one, honestly, due to its unforgiving nature. Now, UnderMine's gameplay is quite simple. The camera's perspective is top-down, à la A Link to the Past . Your little dude has a pickaxe for a weapon. It can be swung in close range or thrown in the direction of your mouse pointer. He can also jump, which serves not only to cross chasms, but also to dodge harmful attacks and traps. Aside from whacking foes with your Trotsky killer , you can use it to mine gold from certain rocks and walls. This money can be brought back to the main hub after beating (or dying in) a run and be exchanged for consumable items and permanent stat upgrades for your adventurer. There's also a special currency, a purple crystal, which is seldom found and mined in the main dungeon. It is used to purchase tickets to the secondary dungeon and to acquire special recipes from select NPCs. These characters are encountered as you go spelunking in the mines, and they usually move to the hub after you complete their sidequests. Three major elements influence your combat effectiveness and survival capabilities during a run: relics, potions and familiars. The first two are usually looted from chests and cannot be carried over to future runs, so you'll have to find them again constantly. Your familiar, on the other hand, is picked before starting the dungeon and stays with you until it is replaced with another. Relics, found in special containers, bestow special abilities or passive skills that are extremely handy or practically useless. Potions show up in common chests, but can also be dropped by certain monsters, or even looted from the special boxes. These are, obviously, consumed to provide a specific boon or temporary effect. Familiars may level up during a run and become more proficient at their job — their progress is reset in subsequent runs, however. The recipes that I mentioned earlier must be acquired before their respective relics and potions start showing up in the dungeon. Not to be forgotten, you'll be constantly graced or punished during your runs by blessings and curses. Both are obtained in these altar rooms scattered throughout the dungeon, but they might also be encountered in containers or inflicted by enemies. Unlike the previous elements, these two are actually cumulative, meaning that you can get multiple blessings or curses of the same kind, potentially unleashing catastrophic outcomes. Blessings tend to stick with you until the end of a run. Curses, however, may be removed at altars for a health cost. Well, except the major ones, which really cause a lot of pain. This is where the fuckery of this game begins, ladies and gentlemen, so let's talk about my gripes with it. As you probably imagined, one of my complaints here is the accumulation of curses. Depending on the circumstances, enemies may flood you with them. This becomes a major issue when you are unable to find good relics and potions to counterbalance all the bad mojo. The compounded negative effects will severely cripple your character, making your life excessively hard, especially after completing many runs and increasing the difficulty of the dungeon to a significant level. Moreover, some of the major curses are so debilitating that catching them effectively ends the run, so you have to be extra careful not to get afflicted. This imbalance highlights another problem: the usefulness of each item and the chances of their spawning. See, this game has a gigantic amount of relics and potions, and they all provide specific benefits. As you perform runs, lots and lots of recipes show up. The urge to unlock them all will overcome you. Unfortunately, this isn't exactly the best idea, and I only realised this later in my playthroughs. In reality, some boons vastly outperform most of the others. The more you unlock different relics, the rarer it will be to find the ones that really matter. In other words, you might eventually put yourself in a position to be constantly overloaded with crap that won't contribute much to your survival, as the shoddy items end up taking the place of the good stuff. This problem is even more pronounced regarding potions. I saw myself finding loads of highly situational and impractical drinks, when all that I needed at those moments was a health elixir. Still, this isn't the issue that annoyed me the most. Enemies in UnderMine come in many different varieties and may prove to be quite dangerous. There's definitely no shortage of strange creatures to fight here, and you'll have to quickly adapt yourself to each danger. Foes almost always hit hard and some can take a beating before perishing, forcing you to purchase those health and damage upgrades as soon as possible. I suppose the bosses, given their methodical nature, at least become easier to fight as you memorize their patterns. Ordinary creatures, though, tend to act more erratically. Your poor adventurer, I'm afraid, will eventually find him or herself struggling in general combat for two main reasons. First, your repertoire of abilities is, as I implied earlier, rather limited. Get used to swinging that pickaxe, since it's basically the only weapon available. Sure, dropping bombs could help dispatch your foes, but the explosives might easily obliterate your character in the blink of an eye — you'll want to save them to remove obstructions, by the way. Yes, you may find that good stuff and gain some nice powers, but good luck with that endeavor. And second, it is not unusual to enter a random room and suddenly face a whole army of critters, which will proceed to unload a barrage of relentless attacks against the protagonist. Rest assured that your little jump maneuver sometimes won't be enough to avoid them. I should emphasize this: expect the game to unabashedly pack small rooms with hordes of enemies. Because screw you, that's why. I lost count of the runs that I failed due to this stupidity. Wrapping this up, I should mention that UnderMine's graphics are reasonably nice. I enjoyed looking at the colorful sprites and fluid animations, but the randomized architecture of the dungeons sadly became somewhat drab and dull as I progressed in the game. I noticed no audio issues, at all, and the soundtrack was forgettable, honestly. So, if you enjoy rogue games, keep in mind the issues I exposed here.
Expand the review