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Undermine review
Undermine review










undermine review

However, saying this, all UnderMine's bosses must be defeated in order to access its end-game OtherMine mode, a true roguelike experience which removes any upgrades and randomises bosses. This makes the main game less replayable after defeating its fifth and final boss and changes its pacing significantly. Certainly, there is more gold to be found deeper in the mine, but the bosses can be skipped, and after defeating them once, they no longer spawn.

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Me, I'm a sucker for a progression system, but I still found myself too focused on running the game for gold rather than to get farther than before. but this ultimately reduces the difficulty and thus the value of items. This is mostly due to it offering a strong sense of RPG-like progression, in the form of upgrading your weapon, health, throw range, etc. I can only describe the main game of UnderMine as roguelite-lite. Otherwise though, controls feel tight and responsive, and the graphics are seamless. In my time playing, I experienced plenty of framerate hitches when there were too many enemies or too much gold on screen, and I had a total of six soft-crashes in my first five hours of playtime. A word on the performance though: it's not great. The game has been out of Early Access on Steam for six months now, and it is finally arriving on Nintendo Switch. While it doesn't revitalise the genre, it's a joy to play, with plenty of variation and an addictive gameplay loop. UnderMine is a roguelite closely resembling The Binding of Isaac, whilst offering its own spin on traditional mechanics.












Undermine review