It’s dead pretty.

Undergrave reminds me a lot ofFights in Tight Spaces, which is a good thing.

If you die, it’s back around again from the beginning.

Our hero, a ninja of some kind, rides a small boat on a black river to the land of the dead.

Then again, you’re able to dash through a line of enemies, which is incredibly satisfying.

Jump is great but it’s an expensive ability to use.

And generally, that’s it.

Cover image for YouTube video

Undergrave is quite small in terms of what it offers (it’s also a tiny 80MB).

But good things do come in small packages.

It can be deceptively tough.

A green play-area, again small and tiled, and again dotted with several enemies and a few obstacles. Move carefully.

Real character beams through.

Underneath that, though, is sophistication.

The sword feels nice to swing, the animations have a crunchy feeling to them.

A choice-room in Undergrave, where you can modify abilities or heal up. Three pedestals of pooled blood represent the choices, and show zoomed in on the screen.

What I wonder about is how much staying power it has.

I found it a bit one-note after an hour or so.

Undergrave can feel a bit thin in this area, a bit modest.

A small, tiled, grey play area, on which our pixelated hero and several enemies - zombies and rats and a flying thing - stand.

And that’s fine, that’s still engrossing, but it can also sometimes be a little dry.