Got a new assignment for Nintendo Life, and it's a game I've had my eye on for a while since its various attempts at Kickstarter funding and eventually being picked up by Sekai Games: Undead Darlings. It's also not embargoed so I can blab a bit about my first impressions here, since I started playing it this evening!
For the uninitiated, Undead Darlings is a hybrid of dungeon crawler and dating sim, with the emphasis mostly on the dungeon crawling. It's a very different type of dungeon crawler to something like Moero Crystal H, though, in that it's not really about character progression and customisation, but rather about scavenging loot, making your way through interesting environments and figuring out when you reckon you're tough enough to take on the area's preset encounters.
The game's setting sees you waking up in the midst of a zombie apocalypse, and your childhood friend from next door, Pearl, appears to have turned into a zombie. Well, she's partly turned into a zombie, anyway; she's undead, but she hasn't lost her humanity. As luck would have it, your father appears to be a completely batshit insane mad scientist who may or may not have been responsible for the whole zombie apocalypse in the first place, and he's left a trail of clues for you to go and find the cure he left somewhere for safekeeping.
This evening, I played through the first dungeon, which is set in a police station. Your task here is to meet up with Pearl's cousin Jordan (also a zombie), find some clues to the safe place where the cure had been left, and figure out the code to the place it is locked inside. This mostly involves scouring two floors of grid-based dungeon crawling, looking for events, grabbing loot and fighting off enemies.
There are a few twists on the usual formula, though. Firstly is a distinctly survival horror-inspired aspect where you only have very limited inventory space, and your weapons have a set amount of durability before they break and become scrap. This isn't the end of the world (no pun intended), because scrap can be used to repair other weapons or expand your inventory capacity, but you do need to be a little bit careful — there are no shops in a zombie apocalypse, so you're completely dependent on the loot you find in the dungeons. Fortunately, this all respawns and is randomised each expedition.
Secondly, the combat has a strong emphasis on exploiting weaknesses to build up a multiplier, and then using this multiplier to amplify the effectiveness of an action — be that an attack, a spell, an item or even the Defend command. In some cases, the elements that enemies are "weak" against (i.e. that build up the multiplier) are also the ones they take the least damage from, so you have to hit them a few times with the "correct" element, then use the multiplier built up to unleash a neutral-element attack against them. It adds an interesting layer of strategy, particularly when you consider the "Macro" system, where you can program preset sequences of commands for your party to perform, usually with the intention of setting off much more powerful Combo skills.
Limited inventory space can make healing a bit tricky, so to that end there are a few things to help you out: firstly, any time you find treasure, you get a small HP and SP heal, and secondly, if you find one of the optional events between the protagonist and the girls, those all conclude with a full heal — plus the opportunity to develop your affinity with them, of course, which not only affects endings but also their combat effectiveness.
So far outside of some truly atrocious voice acting (which thankfully you can mute in favour of a text-only presentation) and some occasionally questionable difficulty balancing on the "standard" level, I've been having a good time with this and am looking forward to sinking some more time into it. It's a stylish, distinctive game that I'm glad was finally able to see the light of day, and it seems like it's been designed with real care rather than simply slapping together a visual novel component with a half-assed dungeon crawler engine.
I'm particularly impressed with the presentation of the dungeons themselves; rather that simply being fairly static tilesets, they've been designed like real places. The "walls" in the police station aren't just regular old walls — there are desks, piles of files, folding screens, plants and all manner of other things. It really makes a huge difference in making it feel like a believable environment, and has been a real highlight so far.
Anyway. That's out on the 28th, I think, so you may want to give that a look when it appears. Hopefully with the long road to release the developers will want to commemorate it with a proper packaged release at some point, but as always I'm sure we'll have to wait and see in that regard!