
Action, adventure and exploration! Descend into the darkness below and find the treasure.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Cavernus is, from what I can tell, a roguelite. A very light roguelite. It doesn't control very well on keyboard. WASD or Arrows to move, CTRL to strike, number keys to swap items. It's clunky, but using a controller helps. However, the game itself also has problems. When you jump, you jump very high and the jumps are floaty. The camera follows your character in an unsatisfying way that creates discomfort. Striking enemies is hard, getting hit is easy - the combat is quite poor. Walljumping and using the climbing pick is not well implemented. The music is not very good. It's quite MIDI and it hurts your ears if the volume is high. Good thing there's a - no, there is no audio slider, nor is there an options menu. Using the Windows mixer to turn it to 30%, it was still annoying. The sound effects are low quality and annoying and I'd like to turn them off. Finally, the random cave generation, if there is any at all, doesn't seem very different from game to game. This is a passover, unless they add trading cards you really want or it improves a significant amount. For $1 I would want 1 hour of entertainment from the game. It hasn't given me this, not even 10 minutes. Therefore, I can't recommend Cavernus in it's current state. With a lot of work? Maybe.
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Hours played at review time, across 20 reviews with recorded playtime.
I really like this game, I really do, there are bugs and there are glitches but the game is really nice. TL:DR review: Fun cheap game that will entertain you for awhile but has some bugs that make the game harder and sometimes it won't get passed the loading screen. I will be making a let's play video on my channel Krisfire that I will add later. Longer review now: The game is a fun little indie game that is simple but complex in how you want to play. you can go through the game without killing the enemys or you can just rush to the exit without a second thought on picking items up or killing baddies. you can go through the game with your trusty whip or you can upgrade to an UZI and shoot the living crap out of all the monsters that come your way, its up to you. There's issues when it comes to fighting monsters with the whip, one being they are crazy fast and your whip is slow, could be a game feature but it might also not, after I got the UZI I didnt have problems killing monsters. There has only been one game breaking glitch I have seen and it's when starting the game or after you die it shows a loading screen, it loads to the end but then freezes and wont finish loading. That was the only big bug I've seen in the game, others like monster's spears going through walls along with UZI bullets doing the same or when you stop falling by holding on to the wall then let go to fall again you maintain the same speed. Just little bugs but still worth mentioning. Pros: Cheap as can be. $2. Fun time waster. Fun pixel graphics. Fun gameplay that I haven't seen in a while. Meh: The Music. Bugs (Not really a con or a pro. just Meh) Cons: No options menu to change settings like music vol and others. Freezes at opening at times. Like my TL:DR said up top, It's a fun game thats cheap so I don't expect AAA quality, the game is worth the $2 for a time killer. Just watch out for the game not starting right!
It's a very cute game, the soundtrack is quite relaxing and ambient, perfect for the environments in the game. Controls could be better, often I find myself hanging on to a wall and needing to switch to a weapon where the enemy is atop the platform, and its hard to switch weapon, if there was a way to map both weapon and pickaxe to 2 keys, I feel it would be easier to use. In some areas it feels easier, with the generous jump mechanics, in other areas it feels much harder, when the enemy numbers ramp up. I also feel an auto-save feature or even a quick tip on saving at the beginning elevator ride (which is a very nice detail) would help too as I'm not used to quicksaves. The graphics are adorable, silly and vibrant, I like the varied caves and themes that go with them. It's definately very fun and addictive though, great fun taking turns with mates around. Takes some getting used to, but be sure to give it a try, very affordable at the current price!
Ein 2D-Pixel-Plattform-Actionspiel als klassischer Dungeoncrawler. Wir erkunden hier mit einem kleinen Männlein die Höhlen und Kavernen der Unterwelt und suchen in einzelnen Leveln nach dem Ausgang bzw Eigang zum nächsten Level. Dabei haben wir eine Waffe (Peitsche) und einen Eispickel um uns an Wänden festzuhalten. Die Höhlen werden von feindseligen Kreaturen bevölkert. Gefundene Kristalle tauschen wir gegen Upgrades ein. So weit so schön. Leider ist das Spiel wirklich sehr einfach konstruiert und grafisch alles andere als ein Augenschmaus. Das mag Geschmackssache sein, aber mich stört es immens wenn ich kaum etwas vernünftig erkennen kann. https://www.youtube.com/watch?v=JszLKjR5tcM
喜加一 打蜡机
Controls are very poor and make it almost unplayable.
Cavernus is a rogue-lite exploration platformer, and nothing that it advertises or hopes to achieve is horrible in any way. Unfortunately, it's 2018. If you're looking for the next horrible game to add to your "Cringiest Picks of 20XX" to all two of your YouTube subscribers, you won't find it here. Cavernus is in no way at the same level of "awful" as some of the other titles here - I have not encountered many bugs, the controls remain consistent throughout, and no features in the game have caused me an immense amount of frustration. As someone who never faults a game for being "boring", I'll let the (intentional) repetitiveness of the game slide as well. Cavernus fails in its execution, but not in the way that a hand-drawn mobile platformer would: it's more like a "you got a 59% on your quiz" type of failing rather than a "you picked E for every answer and shoved it in the ScanTron"-type of thing. With such a small scale, the game finds itself simultaneously too empty, too zoomed-in, and too fast-paced. A larger viewscape coupled with more nooks and crannies to explore would do the game well. Now, while the project advertises itself as including "twitch gameplay", this is not entirely true, as the way that this is gone about deals with very fast movement from the player's hand and not much else. The character's mobility and jump speed is preposterous, and when coupled with the screen's visibility, leads to instant disaster while falling down into a molten abyss, or a deadbolted standstill when using the climbing axe. The difficulty of the game stems from two intertwined roots. The more innocuous of these is the controls. While key mapping is allowed, full-scale mapping is not offered, and one may only change their movement keys and action key, which hardly makes a difference. The entirety of my deaths, save for two while figuring out the mechanics of the game, resulted in me pressing Q instead of 1 or 2, dropping my held item and leaving me with but a split second to figure out what was happening. A good game of this caliber should provide a challenge to test a player's capabilities and gradually improve them with time, and relying on poor controls and a moment of "oh wait, wrong thing" to do so hardly brings that to the table. Imagine Diner Dash, but with no time limit, the world's most patient customers, and the only thing threatening to ruin your game being you accidentally picking up a bowl of fancy rat poison, occasionally placed right next to the rest of the completed meals. Other, more subtle (yet surely unintentional) ways the game may attempt to trick you into death is through the pause menu, which, rather than starting you on the first option every time, will scroll up or down depending on how many times you press the respective keys in-game. That is, keeping your selector over "SAVE" won't do you much, and the next time you pause, you may find it on "QUIT", "RESTART", or "LOAD" depending on how many times you've jumped. The other instance is a result of poor game design rather than control oversights. As an exploration-based platformer, the concept of "find the exit in a large maze" is not a problem in and of itself. However, combined with the previously-mentioned issues of the scope of the game, the sometimes-ridiculous-mobility of the protagonist, and - here's the kicker - a lack of guiding force towards the exit, this quickly becomes an issue. As I have mentioned, all but two of my deaths while playing this game were a result of the fated Q key. One of these other two came from me falling into the lava pit at the end, not expecting it after two levels of descending as far down as I could and happening to end up in the area with the exit. The entirety of your gameplay will result in you scouring the bottom depths for the exit - enough of a pattern so that the fun of exploration is taken from you, but not coherent enough that you will know where to go. If you enjoy dropping down blindly into nothingness and then wall-jumping your way back up [repeat x1-8 as needed], this will surely be the time of your life. What hurts Cavernus above all else is that, as an exploration game, nothing begs to be explored. The strange hollowness of the land sprinkles its items and hazards with wild abandon, but there isn't anything that can be spawned that you can't buy right off the bat at the start of every section. Your mission becomes a case of "find the exit, which is in one of six or so places that you know how to get to", and it becomes a matter of slowly descending rather than a more intricate maze. No incentives or other rewards are given for straying from the pattern, and the path to the exit doesn't become any more or less of a challenge compared to the rest of the map. By the end of it all, you feel that you're playing an elaborate game of pinball, except there are no lights, no bumpers, and there are six different zones at the end with flippers at each of them, except for one, which sends you back to the launch zone. ... Okay, that was a bad metaphor. Alright, how about a pachinko machine without money? With all of the bad games on Steam or otherwise, it seems rude to place Cavernus along with them. Its intentions are earnest, and as a particularly cheap and small-scale game, there is little it can do to warrant any anger or frustration at it - the only way you'll find yourself finished with it is after an hour or so of gameplay, finalized with a noncommital shrug. For everything it gives, the standard for free or cheap games simply can't bow as low as Cavernus stands anymore. There are better options, both on Steam and around various sites, that match the scope of Cavernus while beating it out in their enjoyment factor. Cavernus is on the right track, but it's not quite there. While there isn't much hope for this game, I do hold a lot of hope for its creators. I have encountered no bugs during my playthrough (though, granted, I wasn't trying to break the game looking for them), the controls were tight and consistent (though speedy and floaty), and the game nails a lot of what minimalist games could and should be. Cavernus clearly knows what it's shooting for, and if the studio that brought it to us can work out the fine details of their next project, I'm sure they'll come out with something that gives cheap titles a good name.
This game is just trash. The controls are clunky, enemies are way to hard to kill and do too much damage, plus they are literally in every single platform in the cave. They are like cockaroaches their everywhere. Despite all this, the game could have been decent if it wasn't for those competely random annoying spears that are constantly flying around you 24/7. I do no recommend this game what so ever. If you are looking for a good roguelite game that takes place in a cave, just get splunky. It's fun and about 1,000x better than this.
controls where akward and levels felt very similar and boring
Игра слишком скучна и однообразна. После покупки узи, которое можно купить даже на 1 уровне, смысл в гемах теряется, да и интерес к игре полностью пропадает. Нечем ей "зацепить" игрока.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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