There’s some potential for a light roguelike meets RPG experience here, but it just fails to deliver much of interest
Sometimes you can really deliver great gameplay with simple ideas and simple implementation, but pulling that off is absolutely an art. I think that was the goal with EvilUP, to provide a pretty lightweight RPG experience, throw some roguelike variability into it, and come out the other end with something interesting. Unfortunately, it really doesn’t pull it off, and through repeated plays the procedurally-generated stages were often a bit of a mess honestly, not making for an experience that sucks you in and inspires more play. Combat is very simple, with you simply moving next to an enemy for the attacks to begin. There’s some randomness at work with hits and misses, you’ll win or lose, and you’ll keep moving around in search of coins, anything that could help on your quest, and the exit. Simple to the point of being pretty dull, it isn’t actively bad but it’s hard to recommend in any way.
Justin Nation, Score: