![]() ![]() I understand there is a market for passive clicker games, but this is the most beige of them all and player input becomes unnecessary. With the music off, its deathly silence so if you do plan on picking this up for some reason, get the radio on (alright old man) or get a playlist set up on your favourite streaming platform. The player character makes a crunchy digging sound but nothing else seems to emit any sort of sound. Worst of all are the sounds – all you get is one track that loops until you finally lose the plot and turn it off. The pets are a bit more interesting but keep the same basic design and nothing is that pretty. The pick ups are bright coloured dots or simple 3D coins and diamonds. The player character is a yellow stick man, the dig team are blue stick men and the holes are flat textured tiles that peel off one at a time, unveiling each layer. This is going to be a short one – it’s poor. Each hole can also be revisited at any time as they open in a long line. The game plays itself and it does so at such a speed that all the unlocks are at your finger tips every time you finally decide to move on. This is ultimately the problem as there is no need to engage. However, with such a vast number of bodies collecting things, it was easy to employ a full team at the start of each area and just let them do their thing whilst I did something else like hoovering the house or doom-scrolling Twitter. “Pointless monuments…” I hear you ask – yes, they are pointless, because they don’t even fit on the screen.Īfter an hour I had unlocked three holes, 12 staff and a ton of pets should I want to actually do some of the dirty work myself. Want to see the pointless monuments? Get them to drop there instead. Want to boost your coffers? Get them to drop them in the usual place. These folks can also be upgraded to increase their capacity and speed and they will work autonomously, dropping the dots in the designated area. This is where the dig team – four per hole – come in. The pets passively improve various stats, but again, they aren’t essential to progression and their cost increases in every area. XP is gained for every tile of dirt that’s dug up, which simply increases the space in your pack. The time ticks up and each “day” lets you increase the payout of diamonds by a percentage amount. These are capped at a maximum of 5 per “day” so it’s impossible to abuse the system but they really aren’t essential to progress unless you aim to speedrun the 12 levels.Įach hole appears to go on forever, so moving onto other areas is really only necessary to increase the speed at which money can be gained – one coin per dot on level one, two per dot on level two and so on… Progression to each area is gated by a nominal cash amount and this is easily attained within 10-15 minutes and off you go again to the next one. There is also a black market, which is obviously a freemium hangover, as you spend diamonds to temporarily improve the speed of your dig teams, provide unlimited storage space before you need to climb back out or add a magnet to collect things from further away. The first building offers additional support in the form of new workers who will automatically dig and collect the drops, the second unlocks monuments and the final one is a pet shop for the aforementioned buffs. The deeper you get the more arduous (and irritating) the climb but thankfully, as you collect more coins, there are a series of unlockables to make the task at hand a little easier in the form of buildings and passive buffs. Special layers are uncovered, which spit out diamonds or coins and this continues until you hit predetermined points at which faster travel options are unlock such as a turbo lift at layer 100, and a teleporter at 1000. Back in the hole you go and you rinse and repeat this process. ![]() You fill your little back pack and back you go, up the ladder to deposit them at the top. You run around a small plot of land, digging up dirt and uncovering collectable drops that pop out. Initially the gameplay seems like it could be fun.
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