Swords and Sorcery: Underworld Review

RPGWatch has the first review I've seen of Creative Lab's indie RPG "in the Dungeon Master tradition". No score is given but they recommend the game, though noting it is an obvious first effort with flaws.
So, time for some general observations. First, let me say I found this game both fun and addictive. Once I got immersed, several hours could fly by while I explored just one more section. I was apprehensive when I began, mainly because I found the graphics an initial turn off. They have been improved a little from the first version, but it didn't take long before I forgot the graphics as I tried to figure out how to get into the Catacombs to complete a quest (there are actually three different ways to do this, but I'm not going to spoil you).

Where does the game fall down than? Well, it's certainly not with bugs. I only found a very few minor bugs and the developer fixed each and every one within 24 hours of my reporting it to him. How's that for great service? I'd say by now the game is totally bug free. Where it does fall down a little, as is the case with many AAA games as well, is in the area of balance.

I found one character was somewhat underwhelming for most of the game, while another became almost insanely overpowered after about level 9 (had I had enough gold for a final level up, my characters would have finished at level 30). The other four classes were, on the whole, quite decently balanced. The monsters got steadily more challenging, or more numerous (or both), but I never felt in any real danger once I reached level 9. In fact, the final boss battle was over in less than two rounds. Could this be fixed? Certainly. Should it?, is a different question depending on personal playing preferences. In fact, knowing how the developer closed every exploit I found, by the time you read this, the balance issue might no longer exist.