![]() The bigger issues I had with Delve Deeper, however, have to do with the camera and tile placement. The backgrounds, text, and some elements of the HUD don’t quite fit in line with the throwback vibe. That said, the art style isn’t as consistent as I would have liked. There’s a nice attention to detail in the sprite work, but not so much so that you are overwhelmed when figuring out where to place your troops. The retro aesthetic really works well for this type of experience. Thankfully, you are allowed to roll however you’d like, without penalty. Personally, I disliked having a four-team game, as I’m quite impatient when it comes to waiting for other players in general. You can specify how many competitors you would like to face, how many turns you want a given match to feature, and if you’re into the user-created content scene, you can even design your own levels. These can positively or negatively affect certain elements like your treasure stash or unit strength. Harvesting isn’t enough, though - you have to either drop your prized possessions off at your surface-level camp, or at a third-party depot, which will take a cut of your money for the convenience. To win, you must have more loot than any other team when the final turn ends. Losing battles never feels overly harsh, which is a good thing considering it can happen quite frequently. You can royally screw yourself over if you get too greedy, but not necessarily to the point where you can’t make a comeback. There’s some risk-reward style of play at work here. Healing is done back at your base camp, or by way of fairies who are scattered across the map. In the case of dwarves losing, they go down for a turn, drop their loot, and come back with a single health point there is no permanent death. These entirely passive fights consist of units taking turns at hitting one another until one side is dead. ![]() Afterward, you get to send your dwarves down into the depths.īy ending your turn, any dwarves on a mineral reserve will harvest treasure, and battles - whether they be against creatures or another team - will commence. By doing so, your troops will be able to access more treasure, and if you are feeling saucy, you can even carve out areas near your opponents to lure monsters into their base. On any given turn, you’ll start by carving out a section of the tile-based map into a navigable room. ![]() And miners, well - they are sort of the middle ground. Scouts can move further across the map in a single turn, although their health is significantly lower. You begin by picking a five-man team, which can be made up of a few different unit types: scouts, miners, and fighters.įighters can hold less inventory, but are your best bet against other dwarves and the AI-controlled creeps. The mining itself is the easy part cashing it in is another story. That’s pretty much how I would describe Delve Deeper if a crazed gunman forced me to talk about recent independent games I’ve been playing, anyway.Īs mentioned above, the basic goal of Delve Deeper is to mine more gold than your fellow dwarves. ![]() You take the room crafting of the former, the silly, turn-based nature of the latter, and present it in a (mostly) slick old-school aesthetic. For such a videogame-y concept, you’d think more games would have explored this idea.Īs near as I can tell, though, the closest thing to Delve Deeperis a non-existent lovechild between Dungeon Keeper and Worms. Teams of competing dwarves mine treasure for their king, while battling familiar monsters along the way. ![]()
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