Qubyte's latest game, "Undergrave" is a tough as nails turn based tactical roguelike indie with puzzle elements included. It features a nameless cloaked protagonist who finds himself ferrying around in the void realm for a place to land. Devilish denizens, of course, are there awaiting his arrival as he does so.
With a sword in hand, 8 hit points, 8 action points, and the ability to throw, jump, or dash the mysterious character whom you control must face and defeat a gauntlet of creepy creatures on a room by room basis lest he repeat the task until he does so. While combat is the main focus here the trek forth allows for a pause every few rounds in, in this insurmountable undertaking. Allowing the lead character to select one of three random perks that can extend or improve upon his venture forward. Thus the choices made must, at all times, carefully be weighed regardless of whether it's combat focused or not ...
The end goal of this whole otherworldly ordeal, it being to face off against whatever boss lies in the last room, makes the task at hand all the more trying, yet quite possible nonetheless. Failure part of the way in, in this regard, is not the end by any means. Though you start over from scratch at square one upon death, learning to use the environmental blockades and given abilities to your advantage will see you through to completion in follow-up playthroughs.
Gameplay & Mechanics ...
Undergrave, as previously stated, is a simple yet highly challenging turn based tactical roguelike that takes in account action choices within squared off isometric rooms. Actions therein, including movement as well as the use of the three key abilities that are throw, jump, and dash will aide you in this endeavor. Movement, in particular refills action points per space moved. Something that can be put toward the three abilities, repeatedly, if need be. In kind the three abilities acts as a means to strategically confront and kill the enemies that move one step towards you for every space you move or each action you take.
In the way of actions you'll find that if you choose to use the throw command it will toss your sword towards an enemy, killing it, but will also force you to have to retrieve it for use thereafter. In a slightly similar fashion the jump command can be used to jump attack a faraway enemy with a one hit kill result, no sword lost. Lastly, the dash allows for a dash & slash in one of four cardinal directions towards or away from an enemy. If it connects with an enemy it's an instant kill just like the previous two options.
Just as these abilities have offensive uses so too can they be used in the tactical sense to move away from the mobs. The jump and dash option, for example, can distance you from enemies allowing you to regain action points or help in setting up your next attack. All in all it's the strategy that counts. That, and maintaining at least one health point at all times. Bare in mind, if an enemy should end up on the tile next to you it will attack you taking away one hit point until it is killed with a melee attack. Thus blockade features are also placed for such strategic cases, and are meant to be an alternative used to put a barrier between you, and the enemy/s. If temporarily so.
As far as rooms or rounds go they are all randomly generated making no playthrough the same twice. Everything from enemy spawns to blockade placements are randomly placed during the loading process. Your goal in these random encounters is to survive three sections of four rooms that each end with a chance to enhance your weapon, build upon your three abilities, or improve upon HP and AP. As you make your way from start to finish the mobs grow increasingly aggressive, and grow in number as well. After you've conquered the first few sections you will encounter a boss fight. It too requires a similar offensive and defensive strategy to counter it's attacks. Forcing you to carefully utilize your three abilities, and the sword you carry in tow. All while minding health, and action points.
The Verdict ...
Undergrave is a very straightforward experience regardless of roguelike elements. You have an end goal, and the means with which to achieve that goal. Learning how to master the tools at hand, and face the relentless threats without getting hit too much is the key to success.
There are no leveling up mechanics or skill trees to carry over either. It's a pure test of applied strategy and RNG. Each go around you have the same 8 starter points of health, and 8 starter action points. How you choose to act from that point forward will, in the end, decide your fate.
Visually the game is impressive for an indie. It's a retro pixel design done up in a isometric point of view. Using a dark color scheme with minimal colors applied. Characters, and creatures all look like cardboard cut outs, but are mildly animated. As far as soundtrack goes it is a moody, and atmospheric take that compliments the visual design. Giving way to sound effects that coincide with gameplay actions.
When it comes to my verdict this is definitely a game to pick up, especially if you like roguelikes. It tries to do something different within the genre, and I think that difference is enough to set the game apart from others. Keep in mind this is the PS4 version I'm covering, but I do think it's multi-platform.
No comments:
Post a Comment
Looking forward to what you have to say. Keep it clean, and keep it real. I will reply as soon as I can. Thanks for stopping by!!!