
There Was A Caveman is a prehistoric themed, retro styled, action platformer. With challenging gameplay that will keep you on your toes. Get ready to die and die a lot.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
as much fun for a dollar you can get without someone breaking the law
This is a very disappointing "good" game. The controls needs a huge tweak. You keep dying coz you can hardly control where your caveman lands. Felt like a cheap way to add gametime to a 30minutes game.
This was a really good experience for the money. Everything felt challenging, but not impossible. Felt true to old school 2D platformers, while keeping things fresh and exciting. Only gripes are just some UI things and a few color things. Pros: Affordable, challenging, runs on a potato. Story is simple, goals are clear. Enemy variety from level to level keeps you on your toes and makes you rethink your next moves. Cons: Controls need some slight tuning to make them consistent. Some enemies and projectiles are difficult to see due to color palette. Game desperately needs audio volume controls instead of just toggle on/off. Also, experienced a weird issue trying to stream the game from fullscreen where the game would disappear in the tray, but still show running in Steam. Was resolved by making display smaller and then sizing back up to fullscreen.
There Was a Caveman, developed and published by Nauris Amatnieks, is a retro-inspired 2D action platformer that channels the spirit of classic side-scrolling games from the late 1980s and early 1990s. Its premise is simple but charmingly old-fashioned: you play as the last living caveman, a solitary relic of a bygone age who sets out on a perilous journey to find a mate and ensure the survival of his species. From the opening moments, the game immerses the player in a world that feels both primitive and magical, where dinosaurs, deadly plants, and ancient hazards populate environments rendered in lovingly detailed pixel art. It’s clear from the outset that the developer had a deep affection for the 16-bit era of gaming, capturing not only its aesthetics but also its trademark challenge and punishing level design. At its core, the game is built around tight, reflex-based platforming. The caveman can run, jump, double-jump, dash, and throw various prehistoric weapons like bones, rocks, and spears, each with unique trajectories and strengths. These mechanics work together to create a fast-paced rhythm of movement and attack that rewards timing and spatial awareness. The level design, while rooted in classic simplicity, offers a surprising amount of variety. One stage might take you through treacherous jungles filled with giant reptiles, while another plunges you into dark subterranean caves or even surreal areas like the insides of a dinosaur. Later levels introduce underwater sections, shifting terrain, and a range of platforming obstacles that keep the player on constant alert. The variety of biomes is impressive for a game of its modest scope, and the developer’s imagination shines through in how these areas are visually distinct despite the minimalist pixel style. Visually, There Was a Caveman excels in capturing the charm of the retro era without feeling lazy or overly derivative. The pixel graphics are crisp, colorful, and animated with a surprising degree of smoothness for a solo-developed title. The caveman’s movements are expressive, and the enemies, from lumbering dinosaurs to strange floating spirits, possess personality and flair. The backgrounds are rich with detail, evoking a sense of prehistoric mystery and danger that gives the world a distinctive atmosphere. This visual confidence is paired with a clear affection for old-school presentation—there are no flashy particle effects or excessive modern embellishments, only the raw, pixelated simplicity that fans of the genre appreciate. It is in these small touches—the animation of falling rocks, the twitch of an enemy before it attacks, or the lush parallax of the forest—that the game’s visual storytelling thrives. However, while the presentation and ideas are admirable, the execution sometimes falters in the areas that matter most for a platformer: control precision and level balance. The caveman’s jump physics, particularly the double-jump, can feel inconsistent at times, occasionally disrupting the careful flow of movement. Some of the game’s difficulty comes from tight platforming challenges that require near-perfect execution, but other moments feel artificially punishing, as if designed more to frustrate than to test skill. Players will encounter several “leap of faith” jumps, hidden traps that punish exploration, and enemy placements that demand rote memorization rather than adaptability. These issues evoke the harsh trial-and-error philosophy of early platformers, which some players might see as nostalgic authenticity, while others might interpret as poor design. It’s a fine line between difficult and unfair, and There Was a Caveman walks that line unevenly. The soundtrack and audio design also exhibit mixed results. The chiptune-inspired score aims to emulate the classic 8-bit sound but lacks the melodic energy or variety to keep it engaging across multiple stages. While functional, it sometimes loops too abruptly or fails to match the intensity of the action on-screen. The sound effects, though serviceable, are sparse, with attacks and enemy noises blending into a repetitive backdrop. This lack of sonic variety makes long sessions feel less dynamic, which is unfortunate given the game’s strong visual identity. A richer or more atmospheric soundscape could have elevated the immersion and given each area more personality. In terms of progression and replay value, the game offers a concise experience that can be completed in a few hours depending on skill level. Players can collect skulls to purchase consumables, but this system feels underdeveloped and adds little to the core loop. There are no major upgrades, branching paths, or narrative developments to encourage extended play beyond mastering the mechanics and completing all stages. Still, for those who appreciate short, self-contained challenges, the game’s brevity can work in its favor. It doesn’t overstay its welcome, and its difficulty ensures that even a short campaign demands genuine effort and persistence. Ultimately, There Was a Caveman stands as both a tribute and a test of endurance for those who miss the raw, unforgiving design of classic platformers. It captures the aesthetics and heart of the genre beautifully, offering moments of excitement, tension, and satisfaction when a difficult sequence is finally conquered. Yet its rough edges—uneven difficulty spikes, finicky controls, and limited sound design—hold it back from achieving greatness. Still, the sincerity of its design is undeniable. It’s the kind of indie project that feels crafted with genuine passion rather than market ambition. For players who enjoy punishing precision platformers like Ghosts ’n Goblins, Cave Story, or Super Meat Boy, this prehistoric adventure can offer several hours of nostalgic challenge. For others seeking smoother pacing or modern comfort, it may feel like a relic from a tougher, less forgiving era—perhaps fitting, given its hero is the last caveman in existence. Rating: 7/10
Вы в пещере с девушкой. Вдруг она умирает. Внезапно появляются динозавры, и вам приходится искать новую спутницу.
There Was A Caveman, Nauris Amatnieks tarafından geliştirilen ve yayınlanan tarih öncesi temalı retro tarzı bir aksiyon platform oyunudur. Oyun 8 Ekim 2015 tarihinde piyasaya sürülmüştür. Oyun, net piksel grafikler ve akıcı animasyonlar eşliğinde oyuncuları parmak uçlarında tutacak zorlu bir oynanış sunuyor. There Was A Caveman'ın hikayesi dinozorlar tarafından istila edilmiş bir dünya etrafında dönmektedir. Oyuncu, dünyayı bu vahşi yaratıklardan geri almaya kararlı olan son yaşayan mağara adamı rolünü üstlenir. Mağarasında tek başına, dişi bir örnek bulmak ve mağara adamı medeniyetini yeniden inşa etmek için tehlikeli bir yolculuğa çıkar. Ancak dünya tehlikeli yaratıklar ve ölümcül tehlikelerle doludur ve bu görev hiç de kolay değildir. Oyun, sabit platform, atılma, değişken zıplama ve sürtünme gibi güçlü temel mekaniklere sahiptir. Oyuncular karanlık mağaralar, ormanlar ve hatta devasa bir dinozorun içi gibi çeşitli alanlarda gezinmelidir. Yol boyunca tehlikeli dinozorlar ve Pterodactyls, Diplodocus ve aşırı büyümüş kalamar gibi diğer yaratıklarla karşılaşacaklar ve bunlara karşı savaşmaları gerekecek. Oyun ayrıca oyuncuların becerilerini test eden zorlu boss dövüşleri de içeriyor. There Was A Caveman ikincil fırlatılabilir silahlar, yüzme mekaniği ve su altı alanları gibi ek oynanış unsurları sunuyor. Oyun dünyasını keşfetmek, deneyime bir keşif unsuru ekleyerek çok sayıda gizli şeyi ve gizli yeri ortaya çıkarır. Genel olarak, There Was A Caveman tarih öncesi bir dünyada geçen zorlu bir aksiyon platform deneyimi sunuyor. Retro piksel grafikleri, akıcı animasyonları ve çeşitli oyun mekanikleri ile oyun, oyuncuların mağara adamı medeniyetini yeniden inşa etme arayışlarında tehlikeli yaratıkların ve tehlikelerin üstesinden gelmek zorunda oldukları ilgi çekici bir macera sunuyor. Tehlikelerle dolu ve hassas platform becerilerine ihtiyaç duyulan zorlu bir yolculuğa hazır olun.
I regret buying this game.
TWAC took me 4 hours to beat An indy platformer which I think is most similar to ORCS, with melee swinging, occasional thrown weapon necessity to get through stages and with fairly small stages held together with central gimmicks. You checkpoint every screen, so it's one-screen challenges, a bit hardcore like Super Meat Boy lite, with the usual focus being on figuring out every challenge and doing perfect execution to pass the screen. Initially I'd expected something more old-school, in particular something like Joe+Mac on the SNES, which likely influences this game aesthetically, but it's less like Joe+Mac, and probably more like mid-era platformers like Rayman, with a few novelty stages featuring Shmup mechanics, or being chased by a wall of death, etc. The bosses can be frustrating although with trial and error you work out how to punish them most effectively. They don't have masses of HP and you can really burst them down, but you need to know exactly what behaviours they will exhibit. The first boss, the Pterodactyl, is actually the worst, and showcases the main issue with bosses - your openings for punishing the bosses are somewhat random, and you're often reliant on RNG for openings or free ammo which is required for the hits. Boss meteor attacks appear to be RNG placement instead of tracking. The final boss has one move where he launches between 2-4 objects out, and their vector is random, but they come out quickly - you can get lucky or unlucky. There are some individual level screens which WILL make you rage, but most screens are generally short and tend to have one "hump" or max-difficulty section you just have to study and break for the clear. Are the air controls poor, as others have said? yes, you have too much in-air acceleration and your Dropdown from ledges accelerates too fast IMO, for the odd time you need to do Dropdown/forward Dash. The character doesn't hang at the top of his jump quite enough, so there are a lot of jumps early-on especially, where you will feel your double-jump is too short. Once you've become accustomed to this, throughout the whole game, there are perhaps 10 places where you'll get annoyed with jumping mechanics. Something that occasionally feels "off" with retro platformers is that moden Dev tools like Unity etc, feature simulated physics right off the bat and have easy implementation of Velocity curves, surface friction, acceleration, even character WEIGHT, whereas velocity in old game code would have been built by the dev and scripted to absolute perfection - or - not implemented at all, which would also give very crisp controls. Mario and Sonic absolutely nailed their velocity, but it doing that in 1990 was almost an AAA-feat already. Those were the most integral bones to how the games felt. For indy devs building the stages on their own, doing their own artwork, and so on, it's understandable that a no-budget game might have physics which are functional and have all the features we see in advanced physics simulating-engines, but at the cost of player satisfaction. I felt this was a big deal for me. The music is fine if you like hardcore chiptune, but I had been expecting the lush 16-bit era voices of 90s consoles and so I felt the music was 1 tech generation behind where I would've liked it. On the other hand, the sprites in this game are a little less 90s Japanese and maybe a little more Amiga, not quite as old-school as the NES. Which is good, I don't care for the NES. Was it worth the 64p I paid for it? Absolutely. No savegame feature so you'll need to book an afternoon to clear it in a session. The dev obviously had real interest in making this game, implementing multiple extra gimmicks which would have required additional code adaptation, from Shmup airplane levels, swinging on vines, four different weapons, at least 5 extremely different bosses, and cutscenes, so it's a solo effort worthy of admiration.
2/10
There Was a Caveman é divertido, mas não foge muito do genérico jogo de plataforma. As primeiras fases são legais, equilibram bem dificuldade e diversão, e a fase embaixo do mar lembra aquela clássica de Donkey Kong Country. Já a última fase exagera na dificuldade e acaba ficando entendiante. A arte é agradável, clean, os comandos simples funcionam bem e dá pra jogar de boa ouvindo uma música. É ótimo pra quando você quer algo leve pra passar o tempo. No geral, começou interessante, mas foi ficando repetitivo. Ainda assim, pelo preço que paguei (R$ 1,00), valeu a pena. Nota final: 5/10 Bom pelo preço, mas continua sendo um plataforma genérico.
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