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Reviews for "Cave of No Return"

I agree with the other commenters

The graphics are beautiful, but the gameplay doesn't add anything to the Canabalt base. The obstacles are far too random, it doesn't make logical or intuitive sense to me that you gain speed only for the start of a powerslide (if running isn't your fastest method of locomotion, you're running wrong), and it doesn't seem to require split-second reflexes OR careful planning to win, just basic skill and a lot of persistence.

The thing that annoys me personally, though, is that it doesn't say how the achievements are earned. Ever. Not even when you've won them already.

lol

this reminds me of mischief makers on the Nintendo 64 ooohhh the memories good game by the way

Sweet jesus

That is one hard game.

I love the style of it, and the mechanics are fluid but you seriously effed up when creating the cave-in system. It was completely random at times, sometimes I would have had a perfect run, powersliding as much as I could, and it would catch up to me still. Others I would mess up 3 or 4 times and it was hardly a problem.

It makes the game impossible unless you absolutely grind the hell out of it, and these games are designed to be casual fun, not something you sink hours into.

I like the idea, but barring any idea of the total length, any checkpoint system and the completely unbeatable cave-in, it makes the game intensely not fun.

Make some tweaks and I would definitely come back to give this a round 2, but for now it is unplayable.

Not better than its competitors in the right ways.

It certainly LOOKS a lot better than, say, Canabalt or Dino Run (shame that you don't get to see much of the cave in the thin horizontal strip that houses the actual gameplay), and the animation is quite smooth.

But the gameplay itself just isn't anything special, and is far too difficult for its own good. You state that sliding is a good way to build up speed, since the start of the slide does give you a quick speed boost... So why is it that you almost never give me an opportunity to use it to my advantage outside of the first section aside from dodging the too-close-together obstacles, yet when I DO have a chance to use it, it seems to throw the Advancing Wall of Cave-in Doom behind me back a single pixel and no more? I'd argue that perhaps you're trying to get me to do a perfect run to progress, but considering that I'm pretty sure that the Wall is catching up to me even when I'm not making mistakes (if the ceiling suddenly starting to collapse on me despite having made no mistakes thus far), I'm not even sure if THAT would be enough to win. At least in Dino Run, you could put some actual distance between you and the Wall of Doom, AND could upgrade yourself (however slowly) to gain a fighting chance if things were getting too hard.

And considering that you're implying that there IS an endgame to this... why wouldn't you put in a checkpoint system? You have the perfect way to do it right in front of you; just put checkpoints at the start of every new background change. I don't want to slog through the easy parts over and over just so I can claw my way back to the part where the game suddenly decides it hates me again and kills me in short order.

And as a minor gripe, it'd be kind of nice if the sound of the cave collapsing, which you will hear all too often as you play, wasn't trying to completely drown out the game's music.

I respect your intentions with this game, but it just isn't as fun to play as others like it. We'll talk again, hopefully when your game's difficulty curve no longer resembles a vertical line.

looks great

fun game, but when you get going too fast, the game lags, and you dont jump when you want to. this prevented me from getting too far into it. A little more optimization should help make this game even more awesome.