
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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Languages: English
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Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good old-fashioned platformer.
Visual antigo e lembra aqueles games que vinha no aparelho DVD somos compensados com morrer, já que algumas conquistas é de uma certa quantidade de mortes. Ao mesmo tempo que achei ele ok e divertido, não posso negar que ele tem determinada lentidao na resposta dos comandos e isso irrita muito. é um game para entusiastas retros. Quem esta comprando para nostalgia é recomendado.
Its a good plataformer, challenging enough but with a sense of fair play, all of the bosses become easier to do as you learn their patterns and learn to use your movements better and in some cases, where to position yourself.
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Don't be a cavemen just skip it. [/h1]
only buy it if there's LITERALLY nothing else you wanna do and if its on sale. this game isnt worth 7 bucks. its difficult in the same way as those old retro platformers: unfair, unforgiving, and extremely simple. it's kinda fun but there's way better out there. spend your money on something else.
💋
Works great on Steam Deck.
Клип на песню «Misery Business» от Paramore вышел 18 лет назад. В 2018 году Paramore объявили, что на время исключают песню из своих концертных программ из-за строчки во втором куплете: «Once a ♥♥♥♥♥, you're nothing more». Уильямс посчитала эти слова мизогинными и не соответствующими её текущим ценностям. Текст песни был написан солисткой Хейли Уильямс под впечатлением от личного опыта. В 2020 году она подтвердила, что песня была вдохновлена бывшей девушкой гитариста Джоша Фарро, в которого Хейли была влюблена в подростковом возрасте.
Great, wanted more.
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
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