Cool aesthetics and general vibes aren’t enough to compensate for awkward combat and disjointed execution
It’s always disappointing when you see games where the developers obviously were trying to swing for the fences and do something really cool, but they just can’t seem to put it all together. A good half of the DNA for Undungeon is interesting and compelling, at least to the right audience. It’s obvious there has been an attempt to establish a rich world with some interesting lore, though I’d argue that at first it was a little hard to get connected to and left me feeling like I missed an opening introduction to some degree. There’s no doubt that aesthetically it’s quite pleasing as well, with plenty of detail and colorful presentation. Where it gets stuck a bit is unfortunately in the fundamental underpinnings of the experience, most notably with its combat that doesn’t flow well and typically feels awkward at best with its action. Throw in many of the areas you’re working in being pretty small and you’ll often spend far too much time in loading screens and transitions, often sucking the energy and momentum out of the experience. The result is promising, and may still be redeemed with some well-planned patching, but falls short of what seems to obviously be a high bar they were shooting for.
Justin Nation, Score: