Cave Nightmare Reviews
Cave Nightmare - A top-down horror game where the player, avoiding encounters with monsters, must collect all the gold on the level in order to open the passage to the next level.
App ID | 1577310 |
App Type | GAME |
Developers | Reforged Group |
Publishers | Reforged Group |
Categories | Single-player, Steam Achievements |
Genres | Indie, Action, Adventure |
Release Date | 1 Apr, 2021 |
Platforms | Windows |
Supported Languages | English |

3 Total Reviews
2 Positive Reviews
1 Negative Reviews
Mixed Score
Cave Nightmare has garnered a total of 3 reviews, with 2 positive reviews and 1 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Cave Nightmare over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
12 minutes
You are armed with a torch and must collect every pile of gold on each level. Orcs with spears, stoic, but deadly hounds and other otherworldly beasts try to follow you based on the scent of your imaginary fear level and the light that the auto refill torch emits.
After you have collected multiple piles of gold the protagonist goes into a paranoid state and starts hearing sounds, then the background music also becomes paranoid and turns into a cacophony of sorts where you have a feeling that somehow the music also went crazy in the dark and turned into a nutjob. So you have this feeling that the same music is played with some delay, which gives you this feeling of press ESCAPE to check the options, that maybe some audio setting is wrong. BUT THIS IS A TRAP! DO not press ESC, because there are no checkpoints and will reset your current progress on this very level.
So, it's an unforgiving cave system, you cannot hold weapons since all the weapons are enclosed in shallow graves, showing that violence leads to death. Plus the stoic looking hounds sometimes walk backwards to try to fool you or they also went south in this cave system.
I missed the RPG elements, random encounters from Fallout, the progression system, Crysis like visuals, but in the end this is a fine little game which deserves to be bought. Otherwise you might one night stumble in the dark and find yourself in a shallow grave, next to some zombies and that will be end of it.
👍 : 0 |
😃 : 0
Positive
Playtime:
8 minutes
Trash asset flip. In fact, this publisher has repeatedly create such asset flips.
For achi hunters, 2 min to 100%.
👍 : 0 |
😃 : 0
Negative
Playtime:
51 minutes
Hello!
[i]Thank you for sharing your game for us to play on Steam![/i]
I had a lot of fun playing your game and finished all 10 levels in 43 minutes as well as grabbing all 5 of those achievements. The game is small but very complete and definitely worth it for the price. The character art and animations are smooth and each level has its own clear increase in difficulty, building in complexity as you progress through them. I didn't encounter any bugs or issues whilst navigating levels, and even checked corners, walls and anything I thought would potentially trigger a problem. The controls are easy to understand and simple which makes the game play accessible to people of all ages or experience. This game can be enjoyed on both Controller and keyboard depending on the individuals preference.
[u]Thoughts, improvements and personal notes:[/u]
[b]Gameplay[/b]
The levels are not difficult enough in its current state, the NPC's pose very little threat to the player and the ability to light up the entire cave means that you can quickly have each level under control. I have proposed some potential items which might help to add difficulty or change the way the player interacts with each level.
[b]PROBLEM:[/b] If you accidently press ESCAPE during a level, it will instantly kick you to the main menu, could you please add a confirmation screen to avoid this issue.
- I have some suggestions for "abilities" the NPC's could be offered, these are just suggestions I had whilst playing.
// The bear can ROAR and call other NPC's or Bears to the location OR alternatively the roar causes a cave in and a random 2 by 2 square rock falls down temporarily blocking the player randomly ( it may or may not affect the player but be permenant in the dungeon). It could be optional to add the ability to burn the blockage which has the same use time as lighting a torch on the wall. This would add a map changing dynamic to each visit of a level.
// the Green goblin can charge! in a straight line or approximately 10 squares ahead of them very rapidly, the player would then have to navigate the green and red goblins differently rather than following the same rinse and repeat kiting methods.
//The red goblin can drop traps around him on his patrol route.. perhaps one trap per minute.. maximum 2 traps at a time. If you hit the trap it will slow the character temporarily, balancing the fact the character runs too fast in my opinion and offers the NPC's a chance to provide more threat to the player.
// PITFALL, certain squares show some cracks in the floor and are pitfalls, the player can run over them and after 2 seconds they collapse creating a permenant pit which the player can no longer use as terrain. ( It could also be possible to lure NPC's to the hole and trap them in the pit.. perhaps for higher levels with more NPC's roaming the halls.
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Other suggestions
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// Reduce the run speed of the player slightly, its far to easy to kite the NPC's and your levels offer far too many opportunities to trap or safely lead them round in a circle.
// Reduce the amount of torches available on the walls, the darkness affect is quickly made redundant when the torches are lit, they also come at no penalty and don't take long to light.
// Don't let torches light up areas outside of the walls the light should cover. Lots of the gold is exposed by me being able to see through walls due to the way the light mechanics work. This degraded the difficulty of finding the gold slightly.
// Make the enemy NPC indicator only appear when they are closer to the player, again to add more threat of the darkness rather than staying in control constantly.
[u]Difficulty increasing optional gamemode[/u]
Darkmode - all torches are removed from the walls of every dungeon and player torch lit area is increased slightly to compensate but still requires more memory of the dungeon to complete it.
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These are of course just my opinions and review after experiencing your game and I think it is a very nice and player ready version! Thanks again for releasing it here and I look forward to any updates or improvements in the future.
cheers!
👍 : 4 |
😃 : 0
Positive