Have you ever ever cherished a sport, however completely failed at being good at it? Like a masochist, you retain taking part in it and failing, time and again, whacking into the glass pane like a bee? It’s the place we discover ourselves in with Undergrave. We couldn’t let you know why we preserve coming again to it, as a result of it’s definitely not as a result of we’re beating it.
Undergrave is a turn-based ways sport that’s exquisitely minimalist. You’re a sort of demon-killing ninja, wandering the depths of hell, and hell occurs to be a collection of sq. grids. On these grids spawn enemies, and you are taking it in turns to maneuver and assault, transfer and assault, till somebody emerges victorious. Then it’s onto the following sq. grid, and the following, earlier than all of your well being runs out and the run is over. There’s an extremely small likelihood that you simply make it additional than you ever did earlier than.
As you possibly can most likely guess from the outline, Undergrave is a roguelike. Every run begins in the identical means. You start in a portal room, the place you hop to the furthest world that you’ve unlocked. Having chosen your world, you start the identical loop of 4 turn-based battles, earlier than getting into a reward room and selecting a perk that makes you extra highly effective for later battles. This loop of battles and reward-room performs out thrice over, earlier than you’re taken to the world’s boss. Defeat them, and a brand new world is unlocked. One thing like progress is made.
The battles could also be minimalist, however they nonetheless handle to be progressive. They reminded us numerous Fights in Tight Areas, which had an analogous goal of stripping again the style to turn into extra accessible, whereas additionally conveying a avenue struggle by means of taking part in playing cards in stop-start turns.
In every flip of Undergrave, you possibly can select from one in all three actions. You possibly can throw your sword, sprint in a single route, or leap and land on a sq.. You possibly can’t merely transfer a sq. in a single route: it needs to be one in all these strikes. It makes you’re feeling a bit like a knight in chess, as you’re vastly maneuverable, however solely in very particular methods, and never all the time in a way that protects you from close-range hurt.
Every transfer has positives and negatives. Take throwing your sword, for instance. It’s essentially the most dependable methodology of killing an enemy, and likewise one of many most cost-effective, because it solely prices two AP – the motion factors that act as a forex within the sport. However throwing your sword leaves you, unsurprisingly, and not using a sword. Instantly you’re weak, and you need to discover a means of getting the sword again quick-smartish.
The sprint is a really particular size, and solely in a single route. You completely muller anybody in your path, however they need to be in your path, and that makes it considerably restricted. The leap is insanely highly effective – you possibly can leap anyplace within the grid, killing anybody you land on – however it’s additionally costly by way of AP. After getting jumped, there’s a excellent likelihood you can’t afford a follow-up assault. You’re a sitting duck.
Discover the flows, the chains, between these assaults, and immediately Undergrave comes into focus. Sprint right into a thrown sword and also you choose it up instantly, permitting you to chop by means of an unwitting zombie. Kick a monster into your sword, and it’ll impale upon it. Soar subsequent to an enemy and it’ll stun, leaving you time to sprint by means of it on the following flip. The synergies accessible in Undergrave are subtly wild.
You’ll want to select up all of those methods if you wish to survive. We died a ridiculous quantity within the opening couple of hours, and that’s as a result of Undergrave has zero curiosity in instructing you them. There’s no tutorial, and you need to be taught by doing. It’s solely then that you simply’ll realise that sure assaults move into others. When you’ve received a deal with on how one can cope with sure conditions, you may truly win.
However don’t guess on it. Undergrave, even as soon as you recognize a couple of maneuvers, is insanely troublesome. We’ve got received to the purpose now, after a number of hours, once we may be fairly certain that we’ll attain the boss of a world…however we’ll very hardly ever beat them. They’re absolute buggers, escalating in problem quicker than we are able to sustain with, and wielding completely unfair assaults. It’s solely by means of luck and correctly chosen upgrades that we’ve ever tasted success.
The upgrades are unbelievable, nice enjoyable to decide on between, and annoyingly random. Each 4 ranges you get to select a perk, and so they’re transformative. They are going to stun enemies for the primary two turns of a battle, or nobble the tip boss’s well being. Others will work in live performance with one another, lessening the worth of a sword-throw whereas additionally boomeranging the sword again to you. However they’re additionally drawn from a deck, so are fully random.
We discovered that sure advantages had been borderline important for specific bosses (we’re undecided the primary boss might be overwhelmed with out halving his well being and growing the vary of your assaults), but you’re on the whims of RNG if you’d like them. Having low well being, desperately needing a life-injection, however getting nothing of the type from the upgrades is a fairly naff feeling.
There are the standard roguelike downsides, too. You must wade by means of simpler battles earlier than you get to the harder ones, and that wading isn’t all the time enjoyable. When you git gud and discover them on the straightforward facet, they really feel extra like makework than a real problem. And Undergrave doesn’t do a unbelievable job of constructing your failures into successes. There’s no XP or meta-upgrades to unlock with every run, so dropping on a run can typically really feel like a waste of time. You don’t find yourself feeling extra more likely to succeed subsequent run.
Not that it deterred us. Undergrave is so elegant and minimalist that leaping into one other run felt low effort. So, whereas we died in its turn-based battles again and again, we by no means felt like rage-quitting. We’d have labored out one other combo, one other abuse of its three, easy assaults, and need to put it into motion. Perhaps – simply possibly – that exploit can be sufficient to ensure success. It’s a delusion, however one which saved us taking part in Undergrave. It kicked our ass, however confirmed simply sufficient vulnerability to make us assume that we may win.