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Made for the A Golden Week of RPG Maker 2003 event

Four guys explore a cave, why? Because it's said that there's a treasure at the bottom of the cave! And it's guarded by a powerful demon! And that's without counting the endless dangers and monsters inside the cave! Would you risk your life for a simple rumor?

Features:

- Skills books! learn different skills with these, they go from basic healing to powerful magic attacks.

- Exploration! If you want to survive, look for secret rooms and hidden items

- Many terrible jokes

- Short, easy, fun

Notes:

The old Cave Adventure was too buggy and I just decided to delete it And use his corpse to make the new gamepage, the R can be read as Retro or Remake but is actually very different to the original game

Latest Blog

Cave Adventure R v2!

A big update for Cave Adventure R has been released! Something I would like to call the "Remastered Edition". This update changes the engine to the official version of RPG Maker 2003. But not only that! It also adds a lot of new updates and features!

- Updated engine: Improving compatibility, adding a better fullscreen option, and a whole bunch of other improvements.

- 4 new areas: Two of them are secret, can you find them?

- Remade equipment: Added totally new weapons and armor which replaces the old stuff.

- New dialogue: Improved writing in almost every area, now it's more comedic and with less engrish.

- Improved balance: Now it's somewhat easier but it allows more varied builds.


Originally released for an event in 2015. Cave Adventure R is one of my first games ever made and also one of the first I've publicly released. While I've come a lot way since I made it I couldn't stop thinking about it. Between all the newbie mistakes I feel like there's something worthwhile underneath. So I decided to give it a new fresh coat of paint and make it a lot easier to play with modern computers. Maybe I'll revisit my favorites ideas from this game and implement them on a new project. For now, I hope anyone that plays it can see past the flaws and have a good time!
  • Completed
  • El_WaKa
  • RPG Maker 2003
  • Adventure RPG
  • 10/28/2014 04:56 AM
  • 02/25/2021 07:12 PM
  • 05/10/2015
  • 31637
  • 6
  • 187

Posts

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Max McGee
with sorrow down past the fence
9219
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Everything above this comment is outdated and don't applies to the current game

Sorry for double post
CashmereCat
Self-proclaimed Puzzle Snob
11002
This gamepage is so confusing. But I'll play the game nevertheless.
iddalai
RPG Maker 2k/2k3 for life, baby!!
2160
Is it like a dungeon crawler?
author=iddalai
Is it like a dungeon crawler?

Kinda, you don't have to worry about too much about item management or randomness, just focus on exploration
iddalai
RPG Maker 2k/2k3 for life, baby!!
2160
So it's a dungeon explorer! :p



Well, I got a LP recorded for this game.
author=thesacredlobo
Well, I got a LP recorded for this game.


Thanks for playing, too bad you only played the new version when you got stuck...

I think I will remove the minotaur maze, extend the exploring section, and make a "real" final boss, and it seems that you got over-leveled and never used the skills too (I put the slimes so you never can't get stuck, I guess I will remove them too)

Any other suggestion? Maybe any error in the dialogue?
Linkis
Don't hate me cause I'm Cute :)
1025





"and make a "real" final boss, and it seems that you got over-leveled and never used the skills too (I put the slimes so you never can't get stuck, I guess I will remove them too)"

Real final boss?? Are you WaKo ??

Over-leveling is GOOD!!

Just don't make it TOOOOOOOO hard so us older gamers have trouble beating the monsters :(

DAMN and DOUBLEDAMN!!! I downloaded the game but then hit a wrong key so had to download again......and Kentona Rules says I have to wait another 8 minutes caused I reached my download limit for this game :( he's a real brat :)

hhmmmm, at least now it's only 26 seconds....
back to the download :)
iddalai
RPG Maker 2k/2k3 for life, baby!!
2160
This was a really short game, but I enjoyed it thoroughly! :)

Feedback:


- I'd do something with the title screen, don't just use the default music and a default background image, try out GIMP, it's a free image editor. At least add the name of the game to the image :)
- Not single female character? Well, I don't see anything wrong with it, but it's unusual, props for being different!
- I wasn't expecting default characters, items and skills, I guess that helped you concentrate on mapping, eventing and balance? Anyway, great use of the default stuff, it works well in your game and I enjoyed the jokes at Alex's expense.
- In the first screen there's a tile error near the tree where we can jump up, the wall is longer than the diagonal wall on it's right side.
- I tried leaving the 1st screen and it's game over, it sucks having to go through all the intro dialog, maybe ask the player if they are really, really sure about going back to the village instead of simply ending the game immediately. That makes more sense from a design perspective.
- One of the events that takes the player to the "town/game over" is in the wrong place, you need to move it south 1 tile.
- You need to fix the download, Zack starts the game with level 99, I guess you were testing and forgot? :P
I had to change Zack to level 1 before starting the game.
- When you opend the chest in the 2nd screen it says: "Recieved 5 books" it should be "Received".
- I liked how I had to choose which magic to teach which character.
It made me think about which function each character should perform in battle. Albert was the healer and Burns was the attack mage, this was so I wouldn't deplete the healer's MP with attack magic, Zack didn't have magic since he had the higher ATK so he was the physical attack guy and Alex had "special" magic like the ATK buff.
- I like how the skeletons have status increasing items, I was examining everything on the 1st screen and found out that, then by accident found the way to climb the tree. This with the magic books was a cool way to customize the party.
- The skill books should have some kind of description.
- I like how no one lets Alex finish his sentences.
- Slimy Joe? LOL good one!
- I like how treasure chests sometimes have more than 1 item, that's cool.
- Healing the party when the battles start was a good design choice for this game, this way I could use magic at will.
- The map transition effect you use is functional, but check out what Cernus did in "A Traitor's Hold", the first dungeon has these kind of Zelda map transitions, I think it would benefit your game.
- When the zombies say: "GET OUT GET OUT GET OUT" the text gets out of the text box, you need to delete some of it.
- Good use of the RTP sound effects to mimic zombie sounds!
- One thing I noticed you do a lot in dialog is not starting sentences with a capital letter after a "!" or ".", I think you should fix that.
Example: "Please! don't kill us!" should be "Please! Don't kill us!"
- When the hero is going down vertical stairs he should be facing up, you can do this with some eventing, check my game for what I did when the hero goes down the rope in the well.
- In the minotaur labyrinth a character says this: "Why you didn't say anything?" it should be "Why didn't you say anything?"
- Near the exit: "A Exit" should be "An Exit".
- During the end if you take the exit: "we almost die there" should be "we almost died there".
- During the end if you take the exit: "at least we are'nt" should be "at least we aren't".
- Using ice, fire or bolt didn't matter, only the coloured slimes had elemental weaknesses, I think more enemies should have elemental weaknesses or strengths. Plus I didn't get it why the blue slime was weak to ice and the red to fire and so on, if they have the colour of the element shouldn't they be strong against it and weak against the opposite element?
- I can't recall where this was: "This how it ends" should be "This is how it ends".
- I can't recall this one either: "It was joking" should be "I was joking".
- Why are there no credits?
- I like how there's 2 endings, both are funny and use the same punchline (how do we get donw), but they're fun.
- I checked the game in the editor afterwards and noticed there's a secret treasure chest near the farming spot, but I had no way of figuring out there was a passage, maybe you should put some kind of mapping hint? Like using the selection tool to make a break in the wall tile using the same tile, like so:


- Another thing about that treasure chest, it says you get two items but you actully get only one item and it's none of them.
- The mapping made good use of the RTP, I liked how the screens looked, but I think some of them are too rectilinear. What you did with the ceiling was different, I don't see that often.
- The battles seemed balanced, not hard, but not too easy. Some more enemy variety would be nice, maybe replace the slimes on the farming spot with something new?
- The dialog was humorous, some bits were quite good, specially when Zack would lose his calm and swear, it worked since you didn't overdide it.
- Fun details like the peaceful zombies and pig merchant were cool!
- I didn't find the minotaur labyrinth that hard or annoying, all I had to do was save a lot and run, but you should probably tone it down a bit OR make it possible to fight the minotaurs, give them 99999 HP, 999 DEF and don't make it like they can "one hit kill" anyone, but make it possible for the player to run away, that way the player notices the minotaurs are invincible, runs and doesn't immediately lose the game. You have to make the minotaur stop moving for a second or 2 to allow the player to run from it outside of the battle. It's an idea :P
author=iddalai
This was a really short game, but I enjoyed it thoroughly! :)

Thanks, now on the feedback:


- Everytime I import an image to the maker it always gives me an error, and I just gave up and put the default title screen

- I don't feel that a female character would be necessary, and adding one would be the worst thing I could do (like adding a token black man and his only trait is being black)

- Yeah, the only thing I changed was the monsters and the characters, I don't fell that changing the weapons and spells would make a big difference (maybe the balance would be better?) I will see what I can do

- Damn, so many little errors, fixing

- I will add more elemental weaknesses, and maybe add more battles (a fight with the minotaur would be cool)

- There are no credits because I was going to add them when you defeat the demon, I added the "impossible to win against him" as a placeholder but left it in the end anyway


Now, some questions:

- Do you think the battles should be more hard? you regain all your health after every battle anyway

- How was the exploration? do you feel that it gave good rewards or that maybe some thing are too hidden?

- Did you use the farming spot?

- What did you pick at the zombie place? weapons, skills, atributtes or experience? Do you feel that the weapons are too strong or the experience is worthless?

- Should take out the minotaur and make a another map? Or maybe use a different map for the minotaur?

- How about the length of the game, the exploration part should be longer? Should I replace the minotaur for more exploration?

- And the most important one: Should I keep working on the game? Or just fix the bugs and then work in the next game?

Thanks for playing, and sorry for the errors, English isn't my first language...

Edit:Updated the game with fixes for most of the problems you mentioned, there's even a new boss and ending! (A bit rushed to be honest)

If you already beat the game, don't bother downloading it again, unless you want to see the new balance and new ending
iddalai
RPG Maker 2k/2k3 for life, baby!!
2160
Answers and more feedback below:

- You have to convert the image to 256 colours and it needs to be 320x240 pixels, that's probably the issue.
- Oh, I don't think you need female characters, I liked that, I think the game stands out because of that.
- I think the default stuff worked fine, I don't think you need to change it.
- Ah, that explains why there are no credits! :)
- Yes, I think you can make the battle harder since the party is healed, but make sure to also revive dead characters.
- I liked exploring the cave, it was fun!
I enjoyed the treasures and found them useful, the only one I thought was too hidden was the treasure in the screen next to the farming spot (the one that says one thing but give another thing). I think you can do a couple more screens to explore and put fights in it.
- I didn't use the farming spot, I only killed the slimes there once to get the treasure and I didn't find the secret treasure. I think you should change the slimes to a different enemy here and make it so you can only kill them once since I didn't need to farm to beat the game.
- I saved before entering so I got to try everything, I picked the weapons, but I thought the skill books would also be fun to use, the status increases were a good ammount and the exp would level me up 2 levels, maybe change exp to 150. The weapons seemed good, not a big jump in power since they missed a lot.
- I think you should leave the minotaur labyrinth.
- Leave the minotaur labyrinth and add some more screens to explore and find treasure/skeletons. Maybe make a secret strong boss that rewards some super weapon.
- Fix the bugs, work a bit more on this game for a couple of weeks and then work on the next game :)

No prob about the english! :)
I'll check the new download when I can and provide more feedback, meanwhile check this feedback, maybe you'll find something useful.

EDIT: Feedback for the new version :)

- During the intro "But I know that togehter" should be "together".
- In the intro screen you added the option "Go back/no" but you should also clarify that "go back" may not be a good idea or a player may choose that, get game over and never touch the game again if he/she didn't save.
Just adding something like "Are you really sure?" before the option should be enough.
- When you open the 5 skill book treasure chest "Is just a bunch of books..." should be "It's".
- In the same dialog "Deeper on the cave" should be "in".
- I don't know if you want to fix these, but I'll still mention them, Zombie dialog "Please! this is our only home!" should be "This".
- Same dialog, pick EXP "Recieved 150 xp" should be "Received".
- Spells that heroes can learn and which target all enemies should be a bit weaker, most battles with more than one enemy I only need to spam multi-target spells to win or at least they should consume much more MP.
- Abyss room "Look! there's a rope up there! maybe" should be "There's" and "Maybe".
- Minotaur labyrinth "You already have been here" should be "You have already been here".
- I think the minotaur labyrinth needs some work after the changes, the minotaurs are too easy so I didn't feel the need to run from them, I just beat them all and then found the switches to open the door, that wasn't fun, having to walk through a large empty screen looking for switches to open a door.
I'd make the minotaurs much more powerful (possibly unbeatable) and allow the player to escape those battles, that way there's still tension and the player would try to avoid the minotaurs, this way it would also be more fun to find the switches and press them.
- During the exit/demon choice "Wait a minute, a demon lair? maybe" should be "Maybe".
- After beating the demon's pet "Recieved 10000000 gold" should be "Received".
- Same dialog "Wow, really? Is that easy?" should be "It's".
- Same place "Fight agaisnt me" should be "against".
- During the new ending "Relax, he has going through worse" should be "he has gone".
- The battles were a bit harder but nothing much, I noticed there were more elemental weaknesses, once again I didn't farm, this time I picked the skill books in the zombies, so I didn't get many weapons (except for the flail), the new boss killed Zack with the first attack and I still managed to beat it with the other 3 guys, I was level 10.
author=iddalaFeedback for the new version :)

[hide

- During the intro "But I know that togehter" should be "together".
- In the intro screen you added the option "Go back/no" but you should also clarify that "go back" may not be a good idea or a player may choose that, get game over and never touch the game again if he/she didn't save.
Just adding something like "Are you really sure?" before the option should be enough.
- When you open the 5 skill book treasure chest "Is just a bunch of books..." should be "It's".
- In the same dialog "Deeper on the cave" should be "in".
- I don't know if you want to fix these, but I'll still mention them, Zombie dialog "Please! this is our only home!" should be "This".
- Same dialog, pick EXP "Recieved 150 xp" should be "Received".
- Spells that heroes can learn and which target all enemies should be a bit weaker, most battles with more than one enemy I only need to spam multi-target spells to win or at least they should consume much more MP.
- Abyss room "Look! there's a rope up there! maybe" should be "There's" and "Maybe".
- Minotaur labyrinth "You already have been here" should be "You have already been here".
- I think the minotaur labyrinth needs some work after the changes, the minotaurs are too easy so I didn't feel the need to run from them, I just beat them all and then found the switches to open the door, that wasn't fun, having to walk through a large empty screen looking for switches to open a door.
I'd make the minotaurs much more powerful (possibly unbeatable) and allow the player to escape those battles, that way there's still tension and the player would try to avoid the minotaurs, this way it would also be more fun to find the switches and press them.
- During the exit/demon choice "Wait a minute, a demon lair? maybe" should be "Maybe".
- After beating the demon's pet "Recieved 10000000 gold" should be "Received".
- Same dialog "Wow, really? Is that easy?" should be "It's".
- Same place "Fight agaisnt me" should be "against".
- During the new ending "Relax, he has going through worse" should be "he has gone".
- The battles were a bit harder but nothing much, I noticed there were more elemental weaknesses, once again I didn't farm, this time I picked the skill books in the zombies, so I didn't get many weapons (except for the flail), the new boss killed Zack with the first attack and I still managed to beat it with the other 3 guys, I was level 10.

Thanks, every bit of feedback helps, even if it's mostly errors in the dialogue

Btw, do you think the battles should be just a bit more difficult? or just make more powerful the enemies that need it? (Minotaur and final boss, maybe the pigman too)

I will probably upload a new version once I change the maze and add a new room or two
iddalai
RPG Maker 2k/2k3 for life, baby!!
2160
The battles could be a bit more difficult since the party heals afterwards, just don't make the non-boss battles able to one-hit-KO characters since there's no items/spells to heal KO.
I think a bit more HP, attack power and stronger enemy spells would be enough, just don't overdo it with the spells, specially the multi-target ones.

Also, the boss enemies could be a bit stronger, specially considering I beat them without the zombie weapons and 1 character was KO for the demon battle, but not much more than they are now, this depends on whether you remove the farming spot, if you remove it (I think you should, but let the player battle at least 2 enemies in the farming screen to allow some more EXP) make the bosses just a bit more powerful.

The pig is too easy right now, he never even manages to hit me.

At this moment the minotaur is easy and not a threat, which kills the purpose of the labyrinth (running away from the minotaur), I'd make it much, much stronger and let the player run away from the battle (you'd need to make the minotaur stop moving for 1 second or more to allow the player to run outside of battle), the switch puzzle makes more sense if the player needs to run away from the minotaur, but it may become too hard to get to the switches, you need to test it.

All in all I think the rest of the game is fine, that's why my feedback was mostly dialog errors, I like how everything comes in limited numbers and forces you to plan the development of the party.


This is my opinion though, do what you think best :)
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