Continuing with my quest of clearing up my Steam backlog (consisting almost exclusively on games purchased via Humble Bundle), now it's time for SteamWorld Dig.
In this game you play as a steampunkish robot that comes to an almost deserted mining town when his father? dies and gives him the ownership of the mine. After a brief tutorial and scene setting, you are given a pickaxe and you start diggin'. Aaaand... that's pretty much it. It's a very simple game focused in it's very simple core mechanic with no deviation from it.
As you dig deeper into the mine you start encountering harder and harder rocks and you need to buy upgrades so you can keep digging. Thankfully, you mine minerals that you can sell for money that, in the words of a great thinker of our time, "can be exchanged for goods and services". Eventually you enter special parts of the mine that work like dungeons (resetting every time you get in) and which hold special technologies. You get a drill that can cut through hard stone, a special jumping ability, etcetera. But since you are steam-powered, those abilities need water. So now you must also upgrade your water tank, or get a seal that allows to suck more water from the environment. It's all pretty standard stuff.
The actual digging can be repetitive, but there are some interesting twists that force you to do some planning. In order to return to town to sell stuff and buy upgrades you need to return to the surface, so while you dig down you also need to think about how to go back up. You can also buy ladders that enable you to mine places you couldn't get and also teleporters that return you to the surface and serve as mini checkpoints in your downward progress.
But the way that ladders and other utility items are treated serve as illustration to some of the problems of SteamWorld Dig. The game have several limited resources that force you to go back to town too often and are more annoying than anything else. The first one is light. You carry a torch that illuminates your path, but it starts to fade pretty quickly. That means the you must go back to recharge it very often even though you could otherwise continue exploring. At the beginning this is specially cumbersome: more than once, by the time I got down where I left digging, my light was half empty already. The same limitation also applies to ladders (you can only carry 5 at a time, with no way to upgrade) and the ridiculously small pouch to carry ores.
By the second third of the game, though, you have enough upgrades that you can ignore resource management altogether --except for those damn ladders. I feel that a game mechanic that is annoying ar first and a non-entity in the end and it never adds to the challenge should've been left on the cutting room floor.
Upgrades and new tech keep coming in almost up to the end of the game. This makes the game refreshing and fun and prevents it from growing stale, but it also means that there's not a lot of opportunities for enjoying and exploring the use of the latter additions to your abilities.
Even though you dig deep, the game feels shallow. I played it most of the time while listening to podcasts, which made the repetitiveness of the main mechanic less noticeable. Still, at ~4 hours to completion, the game knows it's limitations and is an enjoyable ride.