Cally's parents have been abducted, as her arch-enemy Herbert has taken control of the Caves to perform his evil experiments. Join Cally and her friends in this action-packed run and gun platformer, conquering insane bosses, exploring to find secrets, and levelling up EVERYTHING.
User reviews:
Recent:
Mostly Positive (17 reviews) - 70% of the 17 user reviews in the last 30 days are positive.
Overall:
Very Positive (127 reviews) - 82% of the 127 user reviews for this game are positive.
Release Date: Jan 5, 2016

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy Cally's Caves 3

SUMMER SALE! Offer ends July 4

-60%
$4.99
$1.99

Buy Cally's Caves 3 - Deluxe Edition

Includes the soundtrack

SUMMER SALE! Offer ends July 4

-60%
$5.99
$2.39

Buy Cally's Caves Definitive Collection BUNDLE (?)

Includes 4 items: Cally's Caves 3, Cally's Caves 3 - OST, Cally's Trials, Cally's Trials - OST

-10%
-27%
$15.96
$11.66

Downloadable Content For This Game

 

Recent updates View all (7)

June 4

Cally's Trials releasing June 14th

Hey everyone,
We just wanted to let you know that Cally's Caves 2 is coming to steam as "Cally's Trials" On June 14th. Cally's Trials puts a roguelike spin on Cally's Caves 2, and in the process of upgrading it for PC we added a ton of new stuff - including controller support, button mapping, and graphics options. You can find a more detailed look at the changes we made here.

And check out the trailer with music from Ryan Hemsworth and UVboi:

https://www.youtube.com/watch?v=UbhO4DbbskM

5 comments Read more

January 17

First Bugfix Update is out!

Hey everyone,
Thanks for a great first 10 days on Steam! We've just released a bug fix patch to address the issues you've told us about. In today's patch everyone should see:

- improved menu response times
- 100 bat achievement should be fixed (If you've already gotten the achievement it should award it to you once you enter the first level after the backyard level)
- pause issues during boss fight messing up camera
- game not starting (this bug may persist for some users still - we are working on a permanent solution)

We've also posted a discussion thread related to bugs, so if you have any issues please post there and rest assured that we will be working on fixing it immediately!
Thanks,
Jordan

2 comments Read more

Reviews

“Virtually every aspect of the game shows significant improvement over its already-excellent predecessor, and its new elements are clearly carefully designed, properly-realized, and contribute greatly to the overall experience.”
5/5 – Toucharcade

“A sharp and retro-edged platformer, Cally's Caves 3 is well worth a look.”
8/10 – PocketGamer

“Callys Caves 3 is pretty much perfect.”
http://nardio.net/2015/10/16/callys-caves-3-review/

About This Game

It’s time for the epic battle to save your parents!
Cally's parents have been abducted, as her arch-enemy Herbert has taken control of the Caves to perform his evil experiments. Join Cally and her friends in this action-packed run and gun platformer, conquering insane bosses, exploring to find secrets, and levelling up EVERYTHING.
Use your weapons to level them up and evolve them into their ultimate forms! Unlock new character abilities like the Triple Jump, Dodge Roll and Water Wings. Use a second playable character, Bera to unleash crazy awesome ninja moves and solve challenging puzzles. Most importantly, battle to rescue your parents from Herbert's clutches, and bring an end to Herbert's experiments for good!

Featuring:
  • 310 levels across 10 zones
  • Full gamepad support
  • Intense boss fights against giant monsters
  • Metroidvania-style map with checkpoint system
  • Second playable character Bera
  • Battle against 25 types of enemies
  • New Game + mode which unlocks higher weapon tiers and a second ending
  • Wave-based Survival mode: Can you beat 150 waves of deadly enemies and gain the ultimate prize?
  • Level your weapons up by using them, and evolve them into different forms with different effects
  • 15 weapon classes with 95 unique weapon effects
  • Buy consumables from the store to use them later for an extra boost
  • Tons of character abilities to unlock
  • Weapon mod system, allowing you to customize your favorite weapon and make it extra powerful!

It's time to battle for your parents freedom, to protect the Caves' animals and natural resources, and most importantly, to SAVE YOUR PARENTS!

System Requirements

    Minimum:
    • OS: Windows XP
    • Processor: Intel Core2Duo
    • Memory: 1 GB RAM
    • Graphics: integrated
    • DirectX: Version 9.0
    • Storage: 250 MB available space
    • Additional Notes: This game should play on pretty much anything!
    Recommended:
    • OS: Windows 8/Windows 10
    • Processor: Core i7
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX 560 (1gb)
    • DirectX: Version 9.0
    • Storage: 250 MB available space
    • Additional Notes: This game should play on pretty much anything!
Customer reviews
Customer Review system updated! Learn more
Recent:
Mostly Positive (17 reviews)
Overall:
Very Positive (127 reviews)
Recently Posted
Imban
( 11.9 hrs on record )
Posted: June 29
Cally's Caves 3 is an interesting platformer, but one bogged down with extremely low difficulty and dubious grinding mechanics. It controls well and offers a wide variety of weapons - 15 guns (and bombs), plus a sword - for you to use against your opposition, but its origin as a mobile port seems to show in that actual platforming skill is rarely ever required. There are essentially no difficult jumps and very few timed jumps, and enemies can almost always be defeated at no risk to yourself by choosing a gun that can hit them while standing in a location where they can't attack you. Even if you manage to get hurt, by the end of the game you'll have 20 health (with no enemies dealing more than 2 damage in a single hit), passive health regeneration, and four or five full health refills in your inventory at all times if you somehow need them. In addition, your sword stuns all non-boss enemies, rendering them harmless in melee range as long as you hit your sword button every 1.5 seconds or so.

Despite its low level of difficulty, Cally's Caves 3 is still a rather long game: 111 short stages, a NG+ version of those 111 stages, then a 150-wave survival mode, a short "Bera's Quest" mode where you play as the melee-only bear you occasionally have to play in the normal game, and a 33-stage Melvin's Zone which is supposed to be a final post-game challenge. It took me about 12 hours to complete, though I took a break with the game running at one point, so it's probably more like 11.

The gun system is likewise neat - fifteen different weapons, including the basic pistol you start with, a heat-seeking rocket launcher, a gun that shoots slimes that bounce along the ground and up walls, landmines, and a gun that shoots harpoons that you can use as platforms, including while they're in mid-air - but they all level up by hitting enemies, so once you've maxed out a gun, you tend to stop using it, especially since there's no real difficulty that would cause you to need your good guns. Given that all the guns get a final upgrade when they hit their maximum level, I thought this was an annoying oversight in design.

Cally's Caves 3 isn't a bad deal at $5 for a game that takes more than 10 hours to beat, but it never really hooked me into wanting to play more or actively enjoying it, as opposed to just feeling that it was something to do and that I was, I supposed, making progress. Given the wide variety of indie platformers on PC, many of high quality, I sadly can't recommend Cally's Caves 3.
Helpful? Yes No Funny
CammyWhiteCat
( 0.1 hrs on record )
Posted: June 29
This is a 2D platformer and it is locked to 30 frames per second! I repeat: A 2D platformer, with a framerate locked to 30 fps. Do not buy this game!!
Helpful? Yes No Funny
It's A Trap
( 2.0 hrs on record )
Posted: June 27
Cally's Caves 3 is one of those games I'm not really sure to recommend or not. Unfortunately, I have to go with 'no' in this case.

First the good:
-Platforming controls are extremely tight. I never felt like I missed a jump because of the game.
-The art style is very nice. It has a kind of cutesy-retro fell. The developer didn't go for a cash-in 'retro' faux 8-bit style, but still managed to capture an oldschool charm.

And the bad:
-The difficulty is almost entirely of the 'nailed by an off-screen enemy' sort.
-Weapons lack any kind of punch or impact. I was never really excited to get a new gun, because I just kind of assumed is would be as bland and uninteresting as the rest. I was usually right.
-Many weapons rely on you slamming the fire button as fast as you can to be effective. This gets old quickly.
-Level design often punishes exploration. Certain paths might lock you out of a large part of the level, but there is no indication they will do so. Choose the wrong path and miss all the tasty gems.
-Level design is bland. They're around the size of a Mario 3 stage, but with none of the appeal. Just platforms with enemies on them.
-There are quite a few weapons, but the only way to scroll through them is by pressing the 'change weapons' button. This will allow you switch through all your weapons, one at a time, in sequential order. If you accidentally go past your desired impliment of destruction, you're going through the list again. An odd design decision.

Despite the bad, I did have quite a bit of fun with Cally's Caves 3. But that fun was often punchuated by both minor and major annoyances. If you're really, really into platformers, then give it a try. For everyone else, I'll have to regretfully give this game a 'no'.
Helpful? Yes No Funny
mathyno
( 3.9 hrs on record )
Posted: June 25
the game broke on me. i told dev and he tryed to fix it but it just didnt work. i really wanted to thumbs this up since i love the phine verison of Cally's Caves 3
Helpful? Yes No Funny
Vernjack
( 30.5 hrs on record )
Posted: June 17
Do you like comfy games?
Do you enjoy chiptune/keygen music?
Do you miss 16-bit games that you used to play in your childhood?
Do you feel a bit lost with a lot of games with great graphics but soulless, empty, cold, without charisma?
Do you want a simply but funny and beautiful story?

Do you? So, welcome to the Cally's universe. A very sensitive game made especially to your inner child. I hope you enjoy the game as much as me. And don't forget to play NEW START+ mode and its heart touching end.
Helpful? Yes No Funny
41nd
( 0.1 hrs on record )
Posted: June 15
very bad designed gamemaker game.. the graphics ate the best part but the gameplay and the collisions.. the movement.. awful.
Helpful? Yes No Funny
Dave
( 7.6 hrs on record )
Posted: June 14
This game is awesome! It's simple enough to play it casual, but it's not that simple to find it repetitive.
Completing the story is about 6-8 hours if you rush it, but if you want to maximize everything and find every secret.. I'm guessing you can easily spend 50+ hours.
I strongly recommend it to platform lovers and I can't wait to get a crack of the other title too.. Cally's Trials!
Helpful? Yes No Funny
Kohmei
( 13.3 hrs on record )
Posted: June 12
This game is something of a mixed bag, but at its core there is a really enjoyable (and addictive) game if you can tolerate its various faults.

Cally's Caves 3 is a simplistic high-paced action platformer that has you explore a fairly diverse and colorful set of locales. Along your way you will discover a ton of different weapons, each with its own strategic use, and each that can be upgraded simply through usage, which results in bigger, badder weapons that do more damage, have more range, increased projectile count, etc depending on the weapon and upgrade level. Weapons not only perform better through upgrading but have several different visual forms, so the satisfaction from upgrading is very much apparent.

Through your progression you will slay tons of enemies, which drop your usual EXP and currency. EXP increases your character level, which only determines how much life you have. The game's currency is used to buy an assortment of upgrades, including gold drop modifiers, weapon modifiers, health regen and others. There are also a variety of collectibles hidden throughout the game, with high-level weapons upgrades unlocking as an incentive to collecting them.

The game is quite long for the price, offering easily 15 hours of content for completionists. The main story consists of 110 levels, which can be repeated in a new game plus mode that features different and more challenging enemy layout and minor differences in physical layout as well, making the content still feel quite fresh. In addition, there is also a survival mode where you must survive 150 waves of enemies in one sitting, and a collection of post-game levels that are best experienced once you have fully upgraded everything.

This is all held back, or held hostage it sometimes feels like, by some baffling design choices. In a game that has 15 odd weapons once you've collected them all, there is only one single button to swap weapons. Skip by the weapon you wanted? Well, you'll have to go through the entire loop again, to get back to it. Don't accidentally skip it a second time. (This will happen A LOT.)

The user interface is clunky and poorly designed. Accessing your inventory and the map are arduous tasks, with both hidden behind multiple menu options. Cursor selection on the map screen behaves erratically with directional buttons often not going where you'd expect them to go or being outright unresponsive.

The game's soundtrack is bland and completely forgettable and does nothing to add to the atmosphere of any of the levels, as all of the levels have the same set of tracks that play continually on a loop. That is not to say that there isn't a variety in the music, as there is, it is just an odd choice that each level has the same loop of tracks rather than selecting a different track from that loop to correspond with each thematic set of levels.

Finally, the platforming is extremely basic as you can only move left and right, and jump. You cannot aim up, or move up, or duck, or shoot down, or jump down through platforms. Doors are even entered automatically, which can be quite frustrating if it was not your intent to change areas. Enemy strategy is thus a fairly straight forward matter of avoiding standing on the same plane while you jump to avoid projectiles.

Overall I would call it a good action platformer that is lacking a professional level of polish, with the price tag being justified by the amount of playtime you are likely to get out of it.
Helpful? Yes No Funny
From_Soy_Sauce
( 0.1 hrs on record )
Posted: June 5
Product received for free
I have played this game in a normal run without any of the bonus areas. I know it says only 5, minutes, but that's because I was beat the game while in places without internet, so forget about that.

CC3 is an empowering jump and shoot game~ If you like doing those two things, this is well worth a run! The fundamental controls mentioned work very well throughout the entire game. The pixel art is colorful and the animation is nice and bouncy. The use of sfx is quite characteristics of the era I believe the game was trying to emulate as well. The soundtrack is alway randomly changing, which keeps the feeling of the game a focus of interest. In a technical sense, jumping-and-shooting is buy-in-large what the game is about, and it might sound as if this would get boring over the course of the many worlds in the game, but the game spaces out the new weapons just right so that by the time you've gotten tired of shooting your old gun, you've got a new toy to enjoy all over again! If anything this just goes to show that the "less-is-more" school of thought on game design can work very well!

I do wish to bring up points of the design that I didn't seem to resonate with. Do keep in mind though, I'm in no way asking you to make any changes, but I do believe that it is important to bring up these kinds of things in a review. Since this is the third game, I will leave suggestions, as I am excited to see what you'll do next.

1) The inventory is not very streamline, and accessing it necessarily slows down the gameplay. Since there are only six items, I would suggest simply putting them all in the initial pause menu, so as to make them instantly accessible.

2) The boss battle design is at odds with what I am conditioned to do when fighting normal enemies. Blitz seems to be the best way to fight enemies. However, trying to do this against bosses has gotten me countless defeats. The bosses are instead designed on a predictable, almost turn based, experience that involves them attacking while it is not safe for you to strike back, but are in a fairly good position to parry, and then waiting for that long winded attack to be over such that you can move in and blast with all you have for a brief moment that the enemy is vulnerable. In theory this difference is interesting, but I just wanted to point out, that all of my encounters with normal enemies has trained me to fight a completely different way, and boss battles betray the logic that I have been conditioned to use in combat.

3) The fundamentals are the best option. The game will grant you a bunch of abilities, like charge shots, and rolling, and changing your weapons, but none of them seem to be viable options in the middle of combat. I found myself a more adequate player when I did nothing but focus on jumping and shooting with the occasional sword slash, rather than try to manage and think about all my options.

My suggestion has to do with both of the 2 mentioned above. I think my main issue with the combat is that I have no control over the enemies. Or rather: I have little to no idea what the enemies are going to do, and when they are going to do that, and this fundamentally makes reaction based play a bad option. Let me give you an example of the opposite, as it appeared twice in the game. There is a point in the game where you have "control" over the Balding Eagle, by being able to determine where he will crash into the ground. There is also a similar "control" that you have over the queen bee. This, to me is exciting, as it make it to where there is a well telegraphed amount of information that I can use for formulate a fun strategy against the enemy. In contrast, I often found the behavior of the Knife Bandit, Smokey, and the Bazooka Hulks to be unpredictable. Sometimes they would pace back-and-forth, sometimes they would turn toward me, and they would attack without warning, sometimes doing so while still moving forward. My suggestion here, would be two things. I think that reaction and strategy can be encouraged if the enemies are designed with attacks that are more telegraphed, a kind of visual cue to let the player know that an attack is coming.

I do have one additional moment of confusion about the enemies. The bazooka hulks shoot green rockets at you and you cannot parry them. When I fought Melvin, and saw him shooting green rockets at me, I must have died 20 times before I figured out that these are different rockets than the Hulks' and instead that this boss battle required the opposite logic of actually parrying the rocket--- This is the kind of thing that I mean when I say that the I am "conditioned" to play in ways that don't work during boss battles.

Rolling is not intuitive. (side note, there is a glitch where you can perform a "wave dash" by hitting roll and then mashing the direction forward, this will let you zoom right past all of the enemies and clear the game in a more pacifist manner) but aside from the wave dash, I could not at any point use the actual roll as a dodge, and a lot of this has to do with the above mentioned lack of encouragement for reaction/strategy based play. But it also has to do with how the controls for the roll demand a few too many steps: 1) keep cally perfectly still on the ground, 2) think of the direction you want to roll, 3) make cally face that direction, but remember that you have to keep her still because she cannot roll when running, 4) mentally figure out which button you have to press to roll, because there is one for each direction 5) press that button to roll.

Indeed, I would oft find myself being chased down by skeletons where I only want to roll back to get behind them, but never have enough time to actually input it, usually instead getting me both run down and hit by a projectile.

My suggestion is this: simplify roll to be a single button, and have it to where you are allowed to roll both forward, and also backwards, while maintaining the direction you are pressing. The controls for this would work like this:
1) if you have a neutral standing position, then you will roll backwards.
2) If you are running, you will roll in the direction you are running.

The result is that it should make rolling a much more reliable option in the middle of combat, and if back-roll maintains the direction you are facing, it could make for some very cool scenarios where in being chased by an enemy, you can just boost behind them while giving them a scattershot to the back.

--------------------------------------------------

There is one additional thing I have to mention that confused me. The story, as presented in the game, leaves a bit too much to the imagination for someone who isn't familiar with the CC franchise. I'm talking about the little things, as in, I don't understand what Herbert's motive is for kidnapping Cally's Parents, or the significance of some of the bosses, that seem to be something that Cally is familiar with, but I am not. I am told that there is some additional explanation for the story by Robin and Melvin if you go out of your way to do things more than the main game. But clearing the game vinella on my first run, left a lot of questions in the air for me.

But, being the student of art that I am, I had to try to come up with something to make sense of it all. So here is the theory I came up with.

*Spoilers ahead*
*Spoilers ahead*
*Spoilers ahead*
*Spoilers ahead*

Herbert is interesting in that he seems to have a soft spot for Cally in addition to Rupert.

The Rupert soft-spot is takes the form of that in the final level, through the level design, it is shown that there are two assets repeating the cave, a self-portrait bust statue of Herbert, and a family photograph. What this says to me is that there are 2 things that Herbert is willing to admit that have meaning to him, himself and Rupert.

As for his fondness for Cally. The first thing is that he talks at Cally as if she doesn't mean anything to her, or that she is a swor
Helpful? Yes No Funny
Epyon
( 15.2 hrs on record )
Posted: June 3
Very fun side side scrolling shooter with rpg elements. Your character starts out weak and using the weapons you get powers them up. Not very hard, but can be addicting!
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
3 of 3 people (100%) found this review helpful
2 people found this review funny
Recommended
30.5 hrs on record
Posted: June 17
Do you like comfy games?
Do you enjoy chiptune/keygen music?
Do you miss 16-bit games that you used to play in your childhood?
Do you feel a bit lost with a lot of games with great graphics but soulless, empty, cold, without charisma?
Do you want a simply but funny and beautiful story?

Do you? So, welcome to the Cally's universe. A very sensitive game made especially to your inner child. I hope you enjoy the game as much as me. And don't forget to play NEW START+ mode and its heart touching end.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Not Recommended
11.9 hrs on record
Posted: June 29
Cally's Caves 3 is an interesting platformer, but one bogged down with extremely low difficulty and dubious grinding mechanics. It controls well and offers a wide variety of weapons - 15 guns (and bombs), plus a sword - for you to use against your opposition, but its origin as a mobile port seems to show in that actual platforming skill is rarely ever required. There are essentially no difficult jumps and very few timed jumps, and enemies can almost always be defeated at no risk to yourself by choosing a gun that can hit them while standing in a location where they can't attack you. Even if you manage to get hurt, by the end of the game you'll have 20 health (with no enemies dealing more than 2 damage in a single hit), passive health regeneration, and four or five full health refills in your inventory at all times if you somehow need them. In addition, your sword stuns all non-boss enemies, rendering them harmless in melee range as long as you hit your sword button every 1.5 seconds or so.

Despite its low level of difficulty, Cally's Caves 3 is still a rather long game: 111 short stages, a NG+ version of those 111 stages, then a 150-wave survival mode, a short "Bera's Quest" mode where you play as the melee-only bear you occasionally have to play in the normal game, and a 33-stage Melvin's Zone which is supposed to be a final post-game challenge. It took me about 12 hours to complete, though I took a break with the game running at one point, so it's probably more like 11.

The gun system is likewise neat - fifteen different weapons, including the basic pistol you start with, a heat-seeking rocket launcher, a gun that shoots slimes that bounce along the ground and up walls, landmines, and a gun that shoots harpoons that you can use as platforms, including while they're in mid-air - but they all level up by hitting enemies, so once you've maxed out a gun, you tend to stop using it, especially since there's no real difficulty that would cause you to need your good guns. Given that all the guns get a final upgrade when they hit their maximum level, I thought this was an annoying oversight in design.

Cally's Caves 3 isn't a bad deal at $5 for a game that takes more than 10 hours to beat, but it never really hooked me into wanting to play more or actively enjoying it, as opposed to just feeling that it was something to do and that I was, I supposed, making progress. Given the wide variety of indie platformers on PC, many of high quality, I sadly can't recommend Cally's Caves 3.
Was this review helpful? Yes No Funny
2 of 4 people (50%) found this review helpful
Not Recommended
2.0 hrs on record
Posted: June 27
Cally's Caves 3 is one of those games I'm not really sure to recommend or not. Unfortunately, I have to go with 'no' in this case.

First the good:
-Platforming controls are extremely tight. I never felt like I missed a jump because of the game.
-The art style is very nice. It has a kind of cutesy-retro fell. The developer didn't go for a cash-in 'retro' faux 8-bit style, but still managed to capture an oldschool charm.

And the bad:
-The difficulty is almost entirely of the 'nailed by an off-screen enemy' sort.
-Weapons lack any kind of punch or impact. I was never really excited to get a new gun, because I just kind of assumed is would be as bland and uninteresting as the rest. I was usually right.
-Many weapons rely on you slamming the fire button as fast as you can to be effective. This gets old quickly.
-Level design often punishes exploration. Certain paths might lock you out of a large part of the level, but there is no indication they will do so. Choose the wrong path and miss all the tasty gems.
-Level design is bland. They're around the size of a Mario 3 stage, but with none of the appeal. Just platforms with enemies on them.
-There are quite a few weapons, but the only way to scroll through them is by pressing the 'change weapons' button. This will allow you switch through all your weapons, one at a time, in sequential order. If you accidentally go past your desired impliment of destruction, you're going through the list again. An odd design decision.

Despite the bad, I did have quite a bit of fun with Cally's Caves 3. But that fun was often punchuated by both minor and major annoyances. If you're really, really into platformers, then give it a try. For everyone else, I'll have to regretfully give this game a 'no'.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
20 of 22 people (91%) found this review helpful
1 person found this review funny
Recommended
6.1 hrs on record
Posted: February 24
This is a fun game. It's a combination shooter and platformer with really high energy. The story is minimal, and the soundtrack is rather repetitive, but overall, the game has got some really entertaining qualities. The controls are consistently responsive, but it was a bit awkward for me to get used to using the D-Pad and not be able to use the left joystick for movement. The scavenger hunt for weapons and upgrades is definitely a plus and enough to keep most players entertained.

There are a lot of levels, but I didn't notice anything spectacular in regard to level design. Most new levels were variations of others, but the introduction of new monsters and weapons meant that this didn't detract from my gameplay.

It's definitely rough around the edges in some ways, though. I'm the type of gamer who is busting every destructible and searching for every possible hidden area and surprise. In doing this, I found an oddity very early on. Upon entering the first doorway (level) I jumped up to the platform on the upper left and started hopping around to see what was there. In attempting to see if my character could walljump, she "fell" through what should have been a solid barrier all the way through to the previous area. When I walked back through the door, my progress had been reset as if I'd restarted the level. This oddity was easily repeated a number of times, but I could find no real purpose for it, so I was forced to conclude that it's simply a design flaw. I also noticed a placement issue, which was most noticeable to me on the second map. There are a certain amount of destructibles that can yield coins or hearts which grant healing. I found one of these green plant destructibles placed above a doorway to the left of the shop. However, it's impossible to get the heart that was dropping from this destructible. It seems to go either behind or through the doorway, and getting too close to the doorway takes you back a level, where there was no heart waiting.

Overall, this game has a lot to enjoy. It should appeal very easily to casual gamers, as well as fans of shooters, platformers, and arcade games. There's a combination of permadeath with checkpoints, meaning that you only have one life and that while you might have to go back a few levels, you won't have to go all the way back to the beginning of the game. In that respect, it's very much like Giana Sisters: Twisted Dreams. The addition of a consumable lightpost also helps to reduce rage and allow even young and new gamers to enjoy it. Though I would encourage the developers to revise the store interface so that it's clear that the lightpost is indeed a consumable. I definitely recommend giving it a try.

Edit: Just wanted to add that the level design gets more interesting as the game progresses, and the placement issue is consistent throughout. Pretty much everywhere there is a shop, there is a doorway with a destructible over it, and I saw this on some standard levels, too. I also noticed that there are several monsters that you simply can't kill in a good area to ensure the coin drop. Many of my drops have ended up in the water or falling in front of one of these doorways. Easy come, easy go, I guess. ;)


*This review is featured on the curator page of Good Games Giveaways & Reviews.
Was this review helpful? Yes No Funny
10 of 10 people (100%) found this review helpful
2 people found this review funny
Recommended
6.0 hrs on record
Posted: January 5
Cally’s Caves 3 is an action platformer with a Ratchet & Clank-style weapon upgrade system, and a karate master bear cub sidekick.
tl;dr It's a lot of fun with only superficial gripes. It focuses on gameplay far more than story as well.

The good:
This game oozes with style and takes good game design from some of my favourite Ratchet & Clank games.
The music is bumping with energy
The characters are cute and look good
It's has an interesting combination of level design and the combat system thats lend to natural advantages and disadvantages for the player or enemies. EG: The heights of platforms, sizes of enemies, positioning of everything.
Any early complaints I had with the game were quickly solved as you gain EXP, level up your weapons and generally get better at the game.
Learning the mechanics as you go makes a huge difference and the game doesn't baby you with tutorials.
That said it does a good job of encouraging you to learn the mechanics naturally through level design than obtuse or forced tutorials.
There are a ton of weapons and abilities.
Weapons can be upgraded a LOT through using them and they become really, really cool. Very R&C.
There are also weapon modifications although costly so will take some time to get.
The game does give hints towards mechanics that you have previously had chances to figure out, in case you didn't by yourself it will tell you not too much later. EG: Parry mechanics.
Options menus are good enough without complaint.
Lots of control options and remap the keybindings even for your controller if you use one.

The cons:
Music feels a little repeative at times but you can
Damage on touch with enemies can be annoying at times
Many weapons have a random spread instead of fixed-spread, may not be a con but it can make choosing a reliable weapon favourable at times.
Why does the lamp only work once? It wasn't listed as a consumable implying it was something you could always pick up. Although understable because it would negate the checkpoint system.
Was this review helpful? Yes No Funny
10 of 11 people (91%) found this review helpful
Recommended
6.2 hrs on record
Posted: February 25
I paid: £2.99 (Bundle price, normal price: 4.99)
I expect: 12 hours of play
I rate it 83/100
Story-driven: no (but there is one)
Demo available: yes
Worth the price. Review below.

"Overall, I think the game will offer you a solid 10-15 hours of gameplay for a very reasonable price. I certainly enjoyed the experience more than I was expecting."

I picked up Cally’s Caves 3 as part of a bundle on BundleStars.com for £2.99, and I was surprised to find that it was quite competent. Casting my eyes down the list of games that I just purchased and downloaded always fills me with buyer’s remorse. Games which are presented as ‘indie’ titles have been so over-done that they have moved completely out of vogue, and knowing that a game has been developed by an independent entity is no longer impressive.
That being said, I decided to try it out anyway. I will begin with the negative points.

The game looks nice, the sprites are very crisp and clean, but it lacks that last little bit of aesthetic polish. The ground and terrain is built up using tiles but as far as I can see, there is only one multi-tiled geographical feature and that is the soil corners. What this means is that the environment looks blocky and un-natural when it could be much richer; the best comparison that comes to mind is the mega drive Sonic games – they have floating islands that look none-square despite being made entirely of square tiles. The damage text is clearly just a basic font – arial? – and considering the frequency of its display, one imagines it would have been given a little extra attention. I like the fact that the game has a world map that allows you to freely teleport to checkpoints and shops, but the actual map looks as though it was made in mspaint, which surely could have been improved with a small amount of work.

The music is very pleasant. If it was to my taste, I would download the sound track quite happily. Unfortunately though, the songs are not in sync with the game itself - instead, they play as though it was a playlist on repeat which I found a little jarring. The controls are generally quite sharp with the exception that rolling is needlessly clunky. For some reason, you have to come to a full stop before you can roll and there are two buttons depending on which way you are facing.
These complaints are either minor or aesthetic in nature and have almost no bearing on the gameplay. The game is extremely competent despite these flaws, but it breaks no new ground. Platform games that include shooting components are tried and tested, and this game brings nothing new to the table. If I hadn’t recently decided that I was actually going to play through some of the drudgery on my Steam account I probably would not have even considering installing this game. What I found in place of a boring game that failed to hold my interest was instead a game that draws together the elements that it claims to work with and polishes them to a mirror-like sheen. Nearly everything about the game is tight and it just feels great to play. No falling to your death because your foot nudged the platform corner; no weird Mario-like momentum; no throwing your character into a wall of spikes for no reason; no trying to control a crosshair on screen while also jumping from platform to platform. Everything simply works.

Let not these complaints deter you, however. The positive aspects of this game far outweigh the negatives. The difficulty scaling is essentially perfect, for example: there is enough of a slow canter towards challenge that people unfamiliar with gaming can ease themselves into it but this is not so long as to bore those who are familiar with platforming. The deaths are frequent but fair. I did not feel as though the deaths were undeserved (with one exception) and they were infrequent enough to avoid being annoying. The exception to this is that early on in the game, you rapidly learn that water is actually made of a kind of magma, and stepping into it causes an instant death. There’s no reason that the game can’t just damage you and allow you to jump out, but this is ultimately a minor gripe.

The game has a sense of progression about it that places it somewhere between a Mario game and a Castlevania game in terms of RPG elements. There are enough McGuffins to collect for completionists to come back and take a second look – one of them unlocks a secret level – and the weapons all have growth and upgrades for those who get a kick out of those sorts of minor rewards. Indeed, just looking at how many weapons there were impressed me when I first opened a shop dialogue. To add to this, there are special blocks that require you to use a specific weapon to interact with them. It was truly a mercy to find out that these weapons were actually useful in their own right. Nothing kills my enthusiasm for a weapon system than a clumsily handled switch because you are forced to use something that sucks.

The levels are laid out in such a way that you will see secrets before you have the means to obtain them. This is pretty standard, but for an indie developer it is a sign that some extra thought has gone into the design of the game; something that too many indie titles are lacking. In addition, there are extra game modes for once you have finished the main game which is a nice reason to pick the game back up again.

Overall, I think the game will offer you a solid 10-15 hours of gameplay for a very reasonable price. I certainly enjoyed the experience more than I was expecting.
Was this review helpful? Yes No Funny
14 of 19 people (74%) found this review helpful
1 person found this review funny
Recommended
14.2 hrs on record
Posted: March 22
Today, for my 200th review, I'm going to be looking at Super Metroid! For over 20 years, this game has been considered one of the all-time best, but in my opinion it... oh... wait... really?! Actually, for my 200th review, I'm going to be looking at Cally's Caves 3. Huh. This is supposed to be a momentous occasion, so I should be critiquing an important & highly-regarded game. I guess it wasn't meant to be.

Oh well.

Seriously though, Cally's Caves 3 is actually pretty decent. I haven't played either of the previous games, but I guess that isn't really important. Cally's parents have been kidnapped by a Mad Scientist. In her quest to rescue Mommy & Daddy, she jumps and shoots through dozens of levels, while putting together an arsenal to rival World War 3. There's a simplistic charm to this game that's hard to ignore. It reminds me of the kinds of videogames kids would imagine. Cally has a shotgun so now she's shooting wolves, skeletons, and bandits. Is that a giant hornet? She better blow it away with her rocket launcher. Cally triple-jumps and has a pet bear that knows kung-fu. It's aspects like these that make the tone light-hearted and amusing.

At first, the game is rather slow. The enemies are placed in locations where you can easily get away, or shoot from an advantageous position. This is mainly to counter-balance the fact that enemies take a bit of punishment before they go down. This becomes a common theme of the game. You can make the process of killing baddies more efficient with different guns, and using the sword to stun them for a brief moment. What you'll be doing more than anything else though is grinding. This is bound to put off more than a couple players, and speaking for myself, constant upgrades can be just as much a detriment as a boon for many games.

That said, I think Cally's Caves 3 works well with this system. It's similar to the weapons in the Ratchet and Clank series. While they're not as creative, the guns acquired throughout Cally's adventure, recieve substantial upgrades. Aside from shooting more powerful bullets, these guns can adopt new properties, such as a heat-seeking add-on for the rocket launcher, or a piercing effect for the blade gun. It also helps that there's a constant rate of positive reinforcement throughout the game. You're always finding new weapons, acquiring strength boosts, leveling up, or purchasing something useful. I also like that whenever a gun undergoes a major upgrade, the screen showcases the newly-kitted out weapon along with a flurry of explosions.

This is one of those games that also makes New Game+ interesting. The enemies recieve a substantial health-boost, and their numbers are bolstered due to an influx of fresh-faces. Aside from having a massive arsenal, you've likely also purchased a number of coin multipliers, so you should be able to afford the weapon mods. These mods are elemental, and can as much as double or triple the player's DPS when used with the right weapon against an enemy weak to its effects.

You probably won't notice due to the steady stream of weapon upgrades and other amusing aspects, but Cally's Caves 3 is a really easy game. There might be a couple stumbling blocks early on in the form of certain boss-fights, but after enough upgrades you'll enter a "How could you ever die?" state. On one hand, I appreciate this, because there are more than enough hardcore, rogue-like, one-hit-equals-death, spike-laden platformers. On the other hand, becoming so overpowered in this game makes it feel menial. When you play Survival mode in this game, you're not worried about your life, you're more worried about having the patience to sit through it for so long. At least the cash rewards are pretty nice, and they're good for farming achievements.

While this isn't quite the masterpiece I was hoping to write about for my 200th review, I have to admit that Cally's Caves 3 is well-done. It lacks the challenge found in other contemporary platformers, but it's still thoroughly compelling. It reminds me of something that would have been popular back in the shareware days. A simplistic yet charming shootemup with a nice soundtrack and a lot of content.

It's worth looking into, I think.
Was this review helpful? Yes No Funny
10 of 13 people (77%) found this review helpful
1 person found this review funny
Recommended
30.5 hrs on record
Posted: February 23
Well... I've liked it. A lot of grind and good control. Devs are nice and easy to contact with. Not the best out there but still good. Yes.
Was this review helpful? Yes No Funny
11 of 16 people (69%) found this review helpful
Recommended
10.2 hrs on record
Posted: January 25
Video:
https://www.youtube.com/watch?v=IkgBbYBUy4Y


Cally's Caves 3 is a platform game, with phases of GDR.
His style retrogame and a dynamic and fun gameplay, excellent soundtrack!
There is talk of over 300 levels, 10 zones, and each zone has a giant boss.
Is just like a real RPG it is possible to level up weapons and the character, in short, is really a very nice game is fun!
What advice without any doubt!

(Below is the Italian full review)

I genitori di Cally sono stati rapiti, è il suo arcinemico Herbert ha preso il controllo delle grotte, dove esegue esperimenti malvagi.
Cally insieme alle sue amiche deve avventurarsi un platform ricco di azione, battendo boss enormi, ed esplorare livelli cercando tutti i segreti


Features:

- 310 livelli suddivisi in 10 zone
- Intensi combattimenti con boss giganti
- Mappa in stile Metroidvania
- Secondo personaggio sbloccabile (Bera)
- Sconfiggi 25 tipi di nemici
- Modalità New Game + per sbloccare nuovi contenuti
- Tonnellate di abilità dei personaggi da sbloccare
- Potenziamento armi
- Modalità Survival
- Supporto Completo al Gamepad
- Supporto allle Carte e Achievement di Steam


Parere personale:


Cally's Caves 3 è un platform game, con delle fasi GDR.
Ha uno stile retrogame, e un gameplay dinamico e divertente, ottima la soundtrack!
Si parla di oltre 300 livelli, 10 zone , ed ogni zona ha un boss gigante da sconfiggere!

Come in un vero è proprio GDR è possibile far salire di livello le armi e il personaggio, insomma è veramente un gioco molto curato è divertente!
Che consiglio senza alcun dubbio!

Voto:
http://steamcommunity.com/sharedfiles/filedetails/?id=549021794
Was this review helpful? Yes No Funny
9 of 13 people (69%) found this review helpful
1 person found this review funny
Recommended
2.6 hrs on record
Posted: January 5
I've only played through the first zone and am headed into the second, as of writing this review.

There is a lot to like about this game, but there are loads of issues as well. I'm going to list a few of the pros+cons I've observed so far:

Pros:
Aesthetic is nice
Controls feel solid
Weapon upgrade system works well and is a lot of fun

Cons:
No analog support?
Lots of weird gameplay systems (being able to fight the first boss over and over. I used him to grind my shotgun to level 10 in about 10 minutes).
Music doesn't follow the gameplay very well (title screen music just keeps playing when you press start and is the background music for that area of the game)
Enemy AI seems really rudimentary (granted I'm early in the game so this might change) walking left/right on a platform


Its a nice little game, albeit very rough around the edges. But for 10 bucks its a decent value (though it feels like a 5 dollar game TBH).

EDIT: Apparently the version I bought was the deluxe version. The regular version wasn't available at the time I purchased it. The 6.99 price point seems pretty fair.
Was this review helpful? Yes No Funny