Caveblazers is the sort of game that, at an initial glance, might remind someone of a certain action platformer from back in the day, Spelunker, whose origins go as far back as the Atari days in 1983, (although most will recall it's more HD and arguably 'definitive' version released in 2009) which this game takes clear inspiration from as a retro-styled roguelite in the same vein. Given that I actually own Spelunker HD for the PlayStation 3 as part of a free download from PS+ (surprisingly I got to keep this from way back in the early days of Sony's subscription system, unsure how but I'll take what I can get!) way back in 2011, it may come as a big surprise then that I have never once actually touched the charming-looking game myself. Perhaps it was too 'cutesy' for my tastes in visuals or that it looked too basic? Maybe even something platformer-based simply wasn't tickling my fancy back then, but I never did pick it up to play and still haven't to this day. Regardless, after having given this game a fair shot (and almost giving up on it, were it not for the discovery of a particular element to this roguelite that turned it from what I called a 'RNG fest' into a more strategic game, more on this later) and gotten most of the achievements here, Caveblazers is an indie game that does quite the good job at rewarding careful strategic planning coupled with quick-thinking and good reflexes as it is surprisingly a game that is score-based that does not reward you for how fast you complete them! Though that's getting a little ahead ourselves here as what exactly is Caveblazers anyhow? Seeing as the obvious comparison is, as mentioned above, Spelunker that has it's own origins dating back to the mid 80's where gaming was still in a relatively early phase of working out what kind of games were fun to go back to time and time again for repeated playthroughs especially where consoles at home were concerned with limited technology at the time. So to get into what is perhaps the most important part of any review, the gameplay itself, as Caveblazers takes the focus on a plainly-dressed adventurer, armed with nothing but a rusty sword and a wooden bow, as they roam downwards and 'crawl' through ten increasingly dangerous levels where the ultimate end-goal is to reach the very bottom and defeat 'The Overlord' of the entire cavern network, gathering better equipment and items to aid him as they become more familiar with the area's denizens as well as it's natural hazards to become more of an experienced adventurer as time goes on. Naturally, when I first played this, I got the impression that it was a competent game that has the right elements for making a satisfying 'gameplay cycle' of sorts, but I felt a sense of frustration that Caveblazers was largely focused on how lucky one was in getting specific items for one's playstyle without much sense of agency for progressing further in terms of power levels outside of getting the right 'blessings' that act as abilities that adventurers are granted for the duration of that run and can be made even more powerful if acquired again on the same run as a 'Tier 2' blessing, thus resulting in a lot of failed runs in the first four levels where I wasn't feeling encouraged to get better at the game itself. This all changed, however, when I finally did some research via the in-game journal (a nifty guide for all of the monsters and bosses alongside various other aspects of Caveblazers) and discovered that those weird 3-block wide grey 'tables' of sorts that are known as Altars that serve primarily to power up the adventurer's items, not just weapons like you would expect but also equippable accessories and rings as well, that is done through combining two of the same item to fuse into a more powerful version of it, whether it does more damage, has extra special effects or other bonuses to enhance it varies from one item to the next, since it gives you an extra 'edge' of sorts over the hordes of enemies awaiting down further below that, under the hands of an experienced roguelite player, can truly make for some intense gameplay as well as a satisfying power surge if you have been struggling up to this point and then get the 'one run' that has many duplicates that you wish you could use something else for, as this was effectively a game changer for me that had me considering giving this a negative review into a more promising positive review at that! Of course, Caveblazers isn't just a solid action platformer roguelite on it's own as what would any game be without additional content that justifies further exploration once you have 'beaten' the game at least once? Seeing how this game has multiple secrets for the eagle-eyed of players, some of which host what this game calls 'relics', essentially togglable challenges that give veterans of the game a run for their money as it changes the game in ways that makes for an even more intense and, for the most part, rewarding experience to those who are brave enough to attempt it and skilled enough to come out on top! Although some of the relics are a tad plain (one such example is dealing twice the amount of damage whilst taking double the amount yourself) and others are really only for highscore achievers who want the best score they can achieve, there are relics that greatly diversify what would be a normal run of Caveblazers as my personal favourite of the lot has to be the relic that makes use of a 'shadow' altar that enables two of any tier of either sword or bow to fuse into a 'shadow' version of itself which, when two of those combine at a normal altar, combine into an more powerful version which this process can be repeated twice more, fusing two Super shadow weapons into an Ultra and those of two into a practically overpowered Mega shadow weapon! (Though good luck actually trying to get this as the achievement for it is one of the hardest to get!) Though on the topic of weapons themselves, one thing I have to admire Caveblazers for is how each style of combat is completely viable based on the player's preference of weapons, seeing how melee swords typically do the most DPS of the lot but suffer from limited range and are prone to getting inexperienced adventurers killed if they are not tactical about when to use them. Bows offer the ranged attacks that swords lack and can actually result in some cunning shots with the right blessings but are typically not as good with dishing out damage to enemies as swords. Finally there is the use of 'magic' that is handled differently in this game as it's not an official 'style' per say, rather it's used to primarily enhance the other two combat styles through it's own magical damage which can offer unique properties and effects that the other two lack in although a couple of swords and bows base their damage on how much magical damage your character can do which, again, can affect how you approach combat here. As far as roguelites go, I'd say it is certainly up there with the likes of Enter The Gungeon (another roguelite classic that I HIGHLY recommend you go and play if you enjoy Caveblazers here!) in terms of what it has to offer, although obviously the graphics are completely different between the two as this derives some inspiration from Spelunker but done so in a more mature and adult fashion, though some may look at the graphics as being a touch too generic to warrant anything memorable or distinct for them to give this indie a shot, but I honestly found the graphics to be decent enough with it's genuine retro charm made by developers with a passion for gaming! To conclude, Caveblazers is a commendable effort by the developers of Deadpan Games at making a rather fun and addictive dungeon crawler roguelite that knows what it is good at and offers a good adventure every time for those who are willing to adapt on the fly and would easily recommend to others who are on the look-out for a new adventure experience!
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