Log Status

Completed

Playing

Backlog

Wishlist

Rating

Time Played

--

Days in Journal

3 days

Last played

March 7, 2024

First played

March 5, 2024

Platforms Played

Library Ownership

DISPLAY


As a fan of 3D platformers I found myself noticing that many of these recent retro-inspired 3D platformers focus on speed and movement options. Which is great. The gameplay they’ve created for these games are incredibly fun to control but I think a missing element that has been forgotten in the games that are inspiring these new experiences is the more slow methodical approach to exploration. It appears here and there especially for well hidden collectibles but to have the focus be this gameplay style in Cavern of Dreams is truly wonderful.

It could have easily felt like a slog but this game’s biggest strength is its level design. Visually there’s so much whimsy and fantastical elements that fit perfectly in the N64 aesthetic but more importantly the levels lend themselves to exploration perfectly. The size is never daunting and there’s plenty of focal points to help memorize the different locations even in places that are made to be a maze. Traversing from one side of a map to another never seems like a chore. It’s set up in a way where you jump from one task, whether it be a puzzle or a platforming section, to the next. Going through this game was a treat as every environment felt alive. There was rarely a location that seemed static. There was always some form of movement that gave the sense that these places are lived in even with just a handful of very endearing characters.

Now what you’re doing in these areas is also done extremely well. Practically every puzzle and challenge is telegraphed to you perfectly. Rarely was I left scratching my head and needing to look up a solution. Yes, some were more difficult than others but the answer was always there. Except the tile under the table. That one needed a better visual indicator. You are also rewarded for exploring every nook and cranny. Either with a collectible or an easter egg giving more lore and life into this world.

It was all so good, I couldn’t help but want more and honestly it could have benefited from that. The levels don’t quite build up to that final world. The final world is dark and full of cryptic and more challenging solutions. While I did manage fine, it felt a bit jarring going from the previous areas that are more light and whimsical with occasional darker elements to a more serious corrupted area without seeing a transition into it. I felt an additional world or two could have been a buffer that helped that adjustment a bit more and that would have padded out the game as it does feel relatively short. But even with that short length it doesn’t feel as though any moment is wasted. It was overall a great experience and has jumped near the top of my list of favorite modern 3D platformers.