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Tags: Caves of Lore
Hopefully you remember Caves of Lore, the pixel art retro RPG by Mike Robins aka LoreMaster released back in January. These early year indie releases are often forgotten by the time summer arrives, but perhaps not in this case. Over the past few weeks, some of our users have finally gotten around to trying the game out and have found that it's really good, perhaps even one of the finest RPGs of its kind. One of these users is the esteemed Kalarion, who decided to write an exhaustive analysis. Although the game is not flawless, he's definitely a fan, particularly of its exploration mechanics.
Read the full article: RPG Codex Review: Caves of Lore
Hopefully you remember Caves of Lore, the pixel art retro RPG by Mike Robins aka LoreMaster released back in January. These early year indie releases are often forgotten by the time summer arrives, but perhaps not in this case. Over the past few weeks, some of our users have finally gotten around to trying the game out and have found that it's really good, perhaps even one of the finest RPGs of its kind. One of these users is the esteemed Kalarion, who decided to write an exhaustive analysis. Although the game is not flawless, he's definitely a fan, particularly of its exploration mechanics.
Caves of Lore features isometric movement and exploration over a gradually-expanding range of maps. It is not open-world, but each area is expansive enough (and in many cases, revisited enough) that it never felt restrictive or predictable. Exploration is distinguished by the game's lunar system, which tracks the position of the game's three moons and sun. Each moon, or combination, can have various effects depending on their position and the time of day. The effects range from combat, granting bonuses to spells and skills and activating certain feats, to exploration, opening up new paths and unlocking secret areas or treasures.
The game also has an in-game automap, filled in as you explore. There is just enough detail on the automap to jog your memory and aid you when trying to recall bits and pieces of unfinished puzzles, without being so explicit that it gives the game away. The automap also allows for an (as far as I know) undocumented auto-travel feature, useful when backtracking or moving about in town and so forth. It also keeps track of how many of each area's secrets and ores you've discovered. Normally I wouldn't appreciate such a tracker, but in this case, with the myriad secrets and some uncertainty about whether the doodads on the map are actually used in the game or not, I didn't mind it too much.
Let's get this out of the way now: I'm a huge fan of this game's exploration mechanics, and I believe it is by far its most enjoyable aspect. You never feel bored wandering around. There are always new areas to explore, or old areas with expanded avenues opening up, or interesting opportunities to interact with the environment. Discovering the mechanics behind the game's lunar system is the best kind of joy: frustrating at first, then deeply satisfying once you've attained mastery. And since treasure unlocked via lunar mechanics is by far the best in the game, it's always a huge rush to figure out a given puzzle. Learning the little peculiarities of each type of puzzle was also fun and satisfying.
For those (like me) who had a difficult time figuring out the lunar system solely through in-game experimentation, there are a series of books giving more detailed explanations, while still leaving room for further discovery, and several spells which are solely exploration-related to expand options as the game progresses.
Camping is conducted anywhere with enough room to seat your party of characters. You have a range of jobs which can be performed during camp, as well as some options for passing time, both in terms of hours/days and moon phase. Your hp and mana will regen while encamped, dependent on each character's Survival skill.
A few sour notes detract from the overall experience. First, a game tied to a lunar system which depends on the passage of time necessarily entails a lot of time spent waiting in the game (usually via camping). You're going to spend a lot of time staring at the game's sundial while encamped if you want to unlock every secret. I'm not sure how to solve this problem (or even if it's wise to mess with it), since the feeling of time passing is tied so tightly into exploration.
Second, one character's exploration ability is absolutely required in order to unlock several secrets, which does not in my opinion fit with the other characters' theme of "useful but not necessary" exploration abilities. In particular there is a great deal of pressure placed on the player to conduct a ton of grinding in order to bring this character up to speed with the rest of the party, so he can be useful to the party in combat (which also ties back to the character development issues talked about earlier).
Finally, camping is effectively a risk-free refill mechanic. The only potential throttle is the possible amount of time required to completely refill the mana of mage characters. Especially at higher levels it's usually faster to stay the night at the inn or dormitory since it instantly refills health and mana overnight. The developer recently added the ability for nearby monsters to ambush you while encamped, but practically speaking you will only risk this happening if you camp right on top of a monster (within a couple tiles).
Still, I cannot emphasize enough how happy I've been to enjoy exploration so much. As I've commented elsewhere, I don't remember the last time I looked forward so eagerly to finding out what's just around the corner. Maybe the Exiles, from when I was a teenager. A very impressive feat, and the developer deserves major kudos.
The game also has an in-game automap, filled in as you explore. There is just enough detail on the automap to jog your memory and aid you when trying to recall bits and pieces of unfinished puzzles, without being so explicit that it gives the game away. The automap also allows for an (as far as I know) undocumented auto-travel feature, useful when backtracking or moving about in town and so forth. It also keeps track of how many of each area's secrets and ores you've discovered. Normally I wouldn't appreciate such a tracker, but in this case, with the myriad secrets and some uncertainty about whether the doodads on the map are actually used in the game or not, I didn't mind it too much.
Let's get this out of the way now: I'm a huge fan of this game's exploration mechanics, and I believe it is by far its most enjoyable aspect. You never feel bored wandering around. There are always new areas to explore, or old areas with expanded avenues opening up, or interesting opportunities to interact with the environment. Discovering the mechanics behind the game's lunar system is the best kind of joy: frustrating at first, then deeply satisfying once you've attained mastery. And since treasure unlocked via lunar mechanics is by far the best in the game, it's always a huge rush to figure out a given puzzle. Learning the little peculiarities of each type of puzzle was also fun and satisfying.
For those (like me) who had a difficult time figuring out the lunar system solely through in-game experimentation, there are a series of books giving more detailed explanations, while still leaving room for further discovery, and several spells which are solely exploration-related to expand options as the game progresses.
Camping is conducted anywhere with enough room to seat your party of characters. You have a range of jobs which can be performed during camp, as well as some options for passing time, both in terms of hours/days and moon phase. Your hp and mana will regen while encamped, dependent on each character's Survival skill.
A few sour notes detract from the overall experience. First, a game tied to a lunar system which depends on the passage of time necessarily entails a lot of time spent waiting in the game (usually via camping). You're going to spend a lot of time staring at the game's sundial while encamped if you want to unlock every secret. I'm not sure how to solve this problem (or even if it's wise to mess with it), since the feeling of time passing is tied so tightly into exploration.
Second, one character's exploration ability is absolutely required in order to unlock several secrets, which does not in my opinion fit with the other characters' theme of "useful but not necessary" exploration abilities. In particular there is a great deal of pressure placed on the player to conduct a ton of grinding in order to bring this character up to speed with the rest of the party, so he can be useful to the party in combat (which also ties back to the character development issues talked about earlier).
Finally, camping is effectively a risk-free refill mechanic. The only potential throttle is the possible amount of time required to completely refill the mana of mage characters. Especially at higher levels it's usually faster to stay the night at the inn or dormitory since it instantly refills health and mana overnight. The developer recently added the ability for nearby monsters to ambush you while encamped, but practically speaking you will only risk this happening if you camp right on top of a monster (within a couple tiles).
Still, I cannot emphasize enough how happy I've been to enjoy exploration so much. As I've commented elsewhere, I don't remember the last time I looked forward so eagerly to finding out what's just around the corner. Maybe the Exiles, from when I was a teenager. A very impressive feat, and the developer deserves major kudos.
Read the full article: RPG Codex Review: Caves of Lore