Review for Caveworm... . . . . .
Originally designed by a guy called 'Demolition', (of www.demolitionsoftware.cjb.net) Caveworm was a very horrible, tacky game. By "very horrible" and "tacky" I'm talking square rocks, no shading, blue worm badness. Demolition told me "I made this game in a few minutes". It shows. How much? Let's just say Britney Speares naked in the middle of Traffalgar Square wouldn't get as much attention as the bugs in Caveworm1.
But then, along came Ryan, played the game, and as the perfect image of honour and uprightness, stole the idea and made a good version of Caveworm (Good on ya!!!). This version has no bugs (other than a green worm in the middle of the screen, and I think he's meant to be there, lol), no blue worms, and no square rocks. People, if you're after a game that moves a worm around a series of wonderfully designed levels, then in Ryan's "Caveworm", you have stumbled across moving-worm-around-series-of-wonderfully-designed-levels perfection. Read on...
This really depends on how you look at it. If you're comparing it to your average TGF game, it gets about 85-90%. If, however, you're comparing it to Demolition's caveworm, then Ryan's version gets an easy 100% AA**. Rocks are well detailed and shaded, really looking rock-like (as opposed to block-like). He has something other than a blue murky mass in the background - he actually has a motiff that goes with the rocks. As I said before, the worm is no longer an inexplicable blue colour either. One very nice touch i noticed was that if you move up, ol' wormey looks up, if you move down, then our highly segmented friend looks downwards instead.
Music was very good, since he made it all himself I think. Very good work. Not many sounds actually in the thing, but what there is is great. As the sadist that I am, I absolutely LOVE that squishing sound when you hurtle into a rock, hahaha!!! And the sound for when the boss smacks his head on the rocks is pretty cool too. No real critiscisms here at all. There wasn't much non-music sound in it, but given the nature of Caveworm, there wasn't really much chance for one. I think Ryan's put (good) sounds in wherever he could.
Both Caveworm games were, I admit, incredibly adictive. The good thing is that where Caveworm1 failed, Caveworm2 succeded. For instance, Caveworm1 had a blue worm, with a blue background. I only found out why it was blue when I asked Demolition himself. I then found out it was because you were swimming through a flooding tunnel. But...uhh...how's the player supposed to know that? Eh? For all I knew the worm could've just had a bad day in the vanity department, or maybe he liked having a blue tunnel to...uhh.... fly in? Ryan's version changed that terrible mistake, and gave the game a storyline - simple, but it works. Now, we know why sir Wormsalot is wriggling his way through a load of tunnels after a big worm monster. Now we know E V E R Y T H I N G we need to, unlike Caveworm1, which just gave us a "Press start" screen. Basically, Ryan's game is Soooo good, Demolition's game is SOOOOOOOOOO BAD!!!!!!
~End boss too hard.
~More levels'd be good.
Well, thankyou, thankyou, thankyou. I didn't steal anything except the idea: no programming, graphics, or storyline. I even gave him credit for the idea in the credits. I know you didn't really criticize that, but just thought I'd mention it. Now, back to being on topic. I did make all the music myself. I'd have liked to add more levels but I hadn't put out a game in a while and wanted to get one out to keep the public (all of you) entertained. About the boss being too hard... haha! You stink! Wussy! No... just kidding. I just tried that for the first time in a month and I'm having trouble myself. I guess it always seems easier to the creator. Anyway, I'll think about putting out a new version with options for "Hard" and "Wussy... I mean Easy".