Reviews from

in the past


I just started getting bored, dunno why i even played this in the first place. I don't like collectathons so I set myself up for failure.

I didn't really enjoy the music.
The movement was nice but it wasn't enough to save this game for me.
Idunnoo

Short and sweet little throwback to the N64 classics. This game took less than 5 hours to 100%, but it was a great time throughout. I would say it is most similar to Banjo Kazooie, although it does some very creative and unique things.

got me thinking, among other things, about the various priorities the 3d platformer can take on...been playing this a bit in tandem with what is shaping up to be my first full playthru of mario 64 (and with sephonie as the most recent 3d platformer ive returned to) and i feel like they all illustrate some kind of imaginary rubric that u can place most of not all 3d platformers on. mario 64 here represents games that prioritize the Player Character above all else, famously slaved over for total perfection before a single real level was ever made...i'd say games like Demon Turf and Pseudoregalia pick up this torch the most. sephonie is for me the undisputed peak of the focus being the world itself, in a physical geometrical way...every move in ur toolkit is about interacting with specifically the space, u cant accomplish nearly as much in an empty room as u can with games in that first category. cavern of dreams then is a herald for games that mainly prioritize the world, but as Context rather then Shapes. its super super refreshing tbh...the spaces are about as far from abstraction as u can get despite how surreal and impossible they are. thinking about places and objects as Themselves are essential for solving the puzzles, which are the main focus here and an absolute delight...so many moments of realization were paired with a joyful smile. also super adorable and crittery, and vaguely disquieting but not in a way where it feels like its secretly threatening...all the colors are right there to be appreciated, its just strange to walk thru such expressionist worlds. an incredibly worthy successor to rareware platformers, which in retro terms were the kings of this kind of context-heavy approach (and in a slightly different way, story-driven adventure games like psychonauts). many of these indie 3d platformers take from the rareware lineage, corn kidz 64 also gave me a lot of banjo vibes, but all the games turn out so different! wonderful stuff, and extremely comforting game...v little high stakes platforming, just vibes and exploration and cool puzzles. also even tho this was a fairly easy 100%, its one of my favorites ive probably ever done...half of it gives u one of the coolest rewards EVER, the other half contains one of the coolest puzzles in the game...which ended up being the final card i needed, so it rly went out on a high note. and ofc, the whole game Expertly makes u feel like a Little Guy

I liked this game and thought it was a fun call back to N64 platformers, but it didn't capture the same magic as the retro games did for me. The levels were still fun and had some good elements to the platforming and unique mechanics, but the controls felt a bit janky at times with the more involved movement options (even though I liked them in theory). Some of the collectibles were a bit too cryptic to find with the given hints as well. It was fun that there were easter eggs to find upon finding all the eggs and also it was nice to have for finishing the encyclopedia.

I started off playing this game expecting it to maybe be just a cute nostaglic throwback to the N64 era of 3D platformers, and it did start out that way, but by the end I found myself so enamored with the experience, and grateful for all the love woven within it

the endgame for me was definitely the best part—unlocking [redacted] and being able [redacted] just fully delivered on so much of the game's promise. the most fun hours I had, bar none

my biggest critique lies within the first majority bite of the main plot. you're given your basic objective (find/rescue your siblings) and then mostly nothing to begin to explain the world, the characters, the relationships on a fundamental basis until basically the last level. there was an initial foundation-setting with the game missing at the beginning, that then made it feel like playing a very pretty tech demo instead of a fleshed-out universe

and I say this as someone who was collecting the encyclopedia entries throughout. it wasn't enough. by the time I finally able to even understand the basics of the cavern of dreams as a world, the game was quite literally over. I retroactively was then able to appreciate all the different sub-worlds and characters, but I wish that had been the case while I was in those places initially.

basically, a cinematic or two at the beginning with a bit more ground level dialogue could've gone a long way to make the experience more immersive and the later plot payoffs more engaging

on a visual design basis, the game is a real treat. the autumnal tones in the first level are warm and inviting, the castle design in the third level is equally intriguing and chilling, and the gallery of nightmares had me fully clenched and expecting a last act swerve into creepypasta horror. I've always respected the willingness of older platformers to lean into the uncanny and frightening, and found myself wondering if this game would—it did, and in my perspective it's the scariest and most effective I've ever played. good work, I can never witness a flickering light again

will eagerly keep an eye out for any future games from the developer


A great retro 3D platformer. Big fan of the visuals and N64 aesthetic. Game is a bit cryptic. Fell off of playing, came back and could not figure out what to do to proceed. Didn't really care to or feel like attempting to look it up, maybe I'll come back to finish it one day. That said, it's more of a me issue, game is pretty solid and fans of 3D platformers, especially ones that try to scratch the retro nostalgia itch, will enjoy it.

Cavern of Dreams is short and fun, but it does have issues. Sometimes it's hard to know what to do in certain levels. Other times, it's way too easy. Also, the controls are always either super fast or pretty damn slow. Never felt like the controls clicked for me. I loved the visuals, however, and the soundtrack was sweet, even if I missed some more catchy tunes. All in all, not bad. Definitely gives you that Nintendo 64 feel.

Very short, very easy, very cozy. Cavern of Dream's number one draw is its stellar art direction and successful depiction of dream worlds wherein material physical constraints are no more than a suggestion. To me it feels like the dev wished for a 64 game to exist that was a nonstop series of rooms evocative of the vibe in the Majora's Mask Observatory.

I'd also like to mention the lovely adaptive audio work done, especially in the Prismatic Palace. The soundtrack very smoothly and responsively modulates timbre depending on whereabouts you are in the level. It's a nice extra touch made possible by modern engine tools that I appreciate.

I want more games that remember that colors exist and know how to lavish an environment in them without it feeling tacky.

Really cute and appealing! Funny how 2023 had a great trio of dream-themed N64 throwback games. Corn Kidz 64 focused on making one really big, detailed level and Pseudoregalia focused on its movement tech, leaving the game world to be a little sparse and spread out. Cavern of Dreams fits nicely between those two games, having a wide variety of smaller interconnected levels to explore. When I screen-shared this game with friends, they would often compliment the game's authentic feel and I think the variety in the locations you visit contributes to that the most.

Something I really enjoyed about Cavern is how it understands the appeal of exploring the furthest corners of the map in early 3D games. You can climb all over the scenery in this game and there's often cute easter eggs tucked away in the "out of bounds" zones. The momentum-based movement helps fuel the desire to explore since running around and gliding is just inherently fun.

I also really, really appreciated the design for Sage in this game. I remember reading a review of this game that said "The N64 did things to people's brains, man" and that character design really exemplifies that idea for me. A bunch of floating star and moon shapes, a witch's hat, and floating gloved hands with constantly wiggling fingers. That's peak early 3D character design.

Game is good. I recommend playing it alongside Corn Kidz and Pseudoregalia, they make for a nice thematically-linked bundle.

Lacking polish in some areas but overall, very fun to play and a really well-done throwback art style. The puzzle and mechanic design are excellent for the most part, and I think it's worth stating that's not just because the devs are blindly copying Banjo-Kazooie & DK64 note for note - they've clearly got game design chops. I also really dig the somewhat eerie, dreamlike vibe - it feels fresh but also pairs really nicely with the N64 aesthetic.

I'm surprised this hasn't gotten more attention, as this is easily the best of these PSX-throwback platformers that I've played...

The description doesn't lie when it describes Cavern of Dreams as mysterious and surreal. At surface level it feels like somebody took a Siactro game like Super Kiwi 64 and stretched it into a full-length game; it's colourful and charming, with a lovable main character, buttery smooth controls and tight 3D platforming. But the more you play Cavern of Dreams, the more... wrong everything feels. There'll be an offputting sound effect here, some weird sinister visual effect there... I especially appreciated the ominous glissando whenever you moved between two areas with the same background music at different pitches. Cavern of Dreams is not a horror game, but I really couldn't shake the feeling that this was not a world I was supposed to be in. This is the closest thing I've played to something like Petscop or any other of those creepypasta fake games that did the rounds on Youtube a few years back, and some of the visuals towards the end of the game even reminded me of Yume Nikki. The world ends up absolutely dripping in this bizarre atmosphere that is equal parts a magical dream and a cryptic nightmare, and I'm absolutely here for it.

The gameplay here is pretty simple, but Flynn's moveset is pretty unique; considering this is a platformer through and through, your base jump is absolutely pathetic, and most of the challenge ends up revolving around how to deal with that fact. The other abilities and power-ups you collect along the way all slot together perfectly and end up making Flynn feel remarkably well-rounded despite that crappy jump. I'm particularly fond of the Jester Shoes powerup (after stepping off any ledge, you don't lose or gain any height until reaching a new platform or jumping). It's such a simple concept and yet I don't think it's one I've seen before somehow, and it makes for some interesting more puzzle-focused platforming that can make use of entire areas.

I don't really have too many negative points to discuss for this one to be honest, it's just pretty solid in all regards. I do think Flynn could do with a bit of a speed increase; on the flat you can roll around at the speed of sound, but you're stuck with Flynn's basic walk speed as soon as you hit any positive incline and he does feel very sluggish then. There are also a few challenges I found frustrating towards the end when you had to carry objects through multiple areas; taking damage or dying would destroy the object you were carrying, but the game would always checkpoint at the last door you entered, meaning you can have to do some pretty tedious backtracking to go get the item again if you lose it late in the challenge.

Those minor nitpicks aside, Cavern of Dreams is a remarkably good time, probably about the best that one of these Banjo-Kazooie-like things could hope to be. I enjoyed it greatly, and just wish more people knew about it so they could enjoy it as well.

this game was so cute it made me cry i love this game

Existe una subcultura, dentro de los Creepypastas, de hacer juegos ocultos y prohibidos que suelen tener una maldición o una historia basada en asesinatos o similares. Estos títulos, dando como ejemplo Crow 64 o Petscop, realmente no existen, sino que solo son videos bien montados para que el autor haga el paripé.

Cavern of Dreams, sin embargo, consigue replicar ese mismo aura pero hacer un juego completo y disfrutable, aunque un poco obtuso en algunas de sus fases. El trabajo que se ha hecho sobre la atmosfera ha sido impecable y genuinamente se siente al mismo tiempo onírico como evocador de la época de N64, aunque con un puntito tenebroso. También es de añadir que este aura enervante es solo para mantener el contexto de sueño y pesadillas y afortunadamente no cae en el tropo de ser un juego de apariencia infantil pero forzadamente edgy (el combate final acaba de forma adorable, sin ir más lejos)

En resumen, un plataformero reminiscente de la época de Rare bastante lindo y con un trabajo de atmosfera impecable. Además es un dragón chiquito buscando a sus hermanitos dragón no me digáis que no es lindo

Another hidden gem that people didn't talk about enough. This game is such a love letter to PS1/N64 platformers and it oozes love. It's charming, it's colourful, it's silly and it controls wonderfully. All the charm of retro with the ease of modern games. It has some confusing elements here and there, but overall very worth playing.

Cutesy little collectathon that focuses more on puzzle solving than combat. Some of the puzzles were a little more obtuse than they needed to be but overall it's not a difficult game to 100% in a few hours.

It does a really good job of capturing that eery feeling that alot of old n64 platformers could have without really trying. Nothing in the game is outright trying to be scary and it's not going for some creepypasta stuff either. It just has that odd dreamlike quality that many old games could have.

It was really fun to play on stream and do all the puzzles!

A really faithful feeling throwback to N64 collectathons. The worlds were fun and varied, and the movement interesting. I did have some frustrations with the controls, but in a way isn't that the most faithful it could be to an N64 classic?

One big surprise for me is that I found myself kind of interested in the lore. There's not a ton of it, but the cute-with-dark-undertones feeling almost reminded me of N64 Zeldas.

This review contains spoilers

Really fun exploration-based platformer, and a perfect ~7-hour length! Not too hard in either platforming or puzzles; both provided just enough friction to be quite satisfying... overall a very smooth ride from front to back, disregarding the final boss which was extremely annoying.

Sorta early on I discovered a way to jump really high, much higher than the high jump you eventually unlock, which allowed me to skip a few sections / complete some challenges easily. The timing was difficult at first, but I could do it reliably by the endgame. It was really gratifying to find what felt like hidden movement tech!! (or at least tech that isn't explicitly told to you). Cavern of Dreams seems to promote small revelations, like the ways areas can preview each other, or when you first put it together that you can carry an item from one area to another. My super-high-jump discovery felt like an extension of that, and it felt rewarded too, beyond being able to bypass some challenges — e.g., I was able to go up on the level boundary/walls in the green wing of the Gallery of Nightmares, and there was a sign with a message from Luna up there! I realized after getting all the eggs and unlocking the flying ability that maybe the sign was placed for wings-having players to find, so it was neat to find it early.

Anyway, I had a lovely time playing this.

Very nostalgic throwback to the likes of Banjo Kazooie. Quite a short game, and nothing revolutionary, but I had a good time with it.

A very solid, short 3d platformer with a heavy emphasis on puzzle solving. I really liked it, and I wish it was longer. It's got a surprising amount of Klonoa 2 influence behind it and it really nails that odd somber tone those games have. There are some things I wish were better, namely Fynn has an odd bounce to him that caused more than a few deaths where I just wanted to jump but he bounced off the platform before I could input a jump. Outside of that though, it's probably the best collectathon platformer throwback? Hat in Time doesn't really have collectathon elements to it and Yooka Laylee fucking sucks so if you want a Banjo Kazooie type experience, here ya go.

Incredible and well-paced platformer. Beautiful, art, music, atmosphere, and storytelling. A short but very special game.

As a fan of 3D platformers I found myself noticing that many of these recent retro-inspired 3D platformers focus on speed and movement options. Which is great. The gameplay they’ve created for these games are incredibly fun to control but I think a missing element that has been forgotten in the games that are inspiring these new experiences is the more slow methodical approach to exploration. It appears here and there especially for well hidden collectibles but to have the focus be this gameplay style in Cavern of Dreams is truly wonderful.

It could have easily felt like a slog but this game’s biggest strength is its level design. Visually there’s so much whimsy and fantastical elements that fit perfectly in the N64 aesthetic but more importantly the levels lend themselves to exploration perfectly. The size is never daunting and there’s plenty of focal points to help memorize the different locations even in places that are made to be a maze. Traversing from one side of a map to another never seems like a chore. It’s set up in a way where you jump from one task, whether it be a puzzle or a platforming section, to the next. Going through this game was a treat as every environment felt alive. There was rarely a location that seemed static. There was always some form of movement that gave the sense that these places are lived in even with just a handful of very endearing characters.

Now what you’re doing in these areas is also done extremely well. Practically every puzzle and challenge is telegraphed to you perfectly. Rarely was I left scratching my head and needing to look up a solution. Yes, some were more difficult than others but the answer was always there. Except the tile under the table. That one needed a better visual indicator. You are also rewarded for exploring every nook and cranny. Either with a collectible or an easter egg giving more lore and life into this world.

It was all so good, I couldn’t help but want more and honestly it could have benefited from that. The levels don’t quite build up to that final world. The final world is dark and full of cryptic and more challenging solutions. While I did manage fine, it felt a bit jarring going from the previous areas that are more light and whimsical with occasional darker elements to a more serious corrupted area without seeing a transition into it. I felt an additional world or two could have been a buffer that helped that adjustment a bit more and that would have padded out the game as it does feel relatively short. But even with that short length it doesn’t feel as though any moment is wasted. It was overall a great experience and has jumped near the top of my list of favorite modern 3D platformers.

I love this game. Cavern of Dreams is part of a trifecta of 2023 low poly 3D platformers that are must-plays for genre fans (the other two being Corn Kidz 64 and Pseudoregalia). Each game has its own strengths. Cavern of Dreams particularly nails exploration and atmosphere while taking a bit to get going in the platforming department.

Cavern of Dreams takes a lot of inspiration from Banjo-Kazooie for gameplay (except there's no combat whatsoever) and at times even matches the quality. The colorful levels are loaded with interconnected puzzles, fun NPCs, and plenty of easter eggs and hints scattered throughout. Those familiar with methodically unraveling puzzles and searching every nook and cranny of a level in Banjo-Kazooie will immediately feel at home in Cavern of Dreams.

Cavern of Dreams really shines with a surreal atmosphere that is both whimsical and vaguely disturbing, reminiscent of other early 3D games. You will get to know the Cavern in your adventure, but a sense of wonder will persist throughout and linger thereafter. The different worlds are lightly inhabited, enough that they are not baron, but well short of teeming with life and energy. Wandering around the levels often reveals side areas with no puzzles to solve or items to collect, just hints of goofy/creepy histories that aren't important to your adventure, but exist all the same. This atmosphere, my favorite part of Cavern of Dreams, immensely accentuates the explorational platforming.

My only real gripe with Cavern of Dreams is I'm left wanting more. With 40 multicolored Eggs (this game's version of Jiggies or Power Stars) to collect, the game took me about five hours to beat and eight hours to 100%. Short runtimes have plenty of advantages, but Cavern of Dreams was paced so that it really hit its gameplay stride right at the end. Like Corn Kidz 64, if Cavern of Dreams were about twice as long, I wouldn't hesitate to place it right alongside the best of the early collectathons that inspired it. As is, it's still a wonderful game that I strongly recommend to fellow 3D platformer fans who love the genre's early days.

one of my favourite aspects of the N64/PS1 era was just how hangout-able so many of its platformers were. i just want to inhabit a world like Peach's castle, the hubs of Spyro 2, and most of Banjo-Kazooie. that shit all had such delicious atmosphere, music, neat lil secrets, and great movesets to explore with. Cavern of Dreams fully embodies all of those great elements of its forefathers but fully cranks up the mysterious, slightly-spooky feelings playing games could give off up late at night on a CRT.

Cavern of Dream's tone and visuals are simply too good, its colour palette makes me want to cry. it's pulling from lots of N64-era games (particularly Rare's) but its main inspiration seems to be "the astral observatory in Majora's Mask", which might just be the single most beautiful location ever put in any game so i heavily fuck with the dev's vision. nearly every new location made me go "woah!!! pretty!!!" out-loud and take a couple screenshots. that made me like the game by default, but i was overjoyed to find out just how smooth of an experience 100%'ing Cavern of Dreams was. its areas are really compact, full of sharply-designed puzzles and challenges that never go too far in frustrating the player or boring them.

Cavern of Dreams isn't very long, getting 100% took me around 6 hours and very little of that time was spent aimless or upset. aside from maybe two stand-out sections that annoyed me (the final boss, the whirlpools in an end section that send you back a minute of walking) and a few qualms with the player's movement (it's really easy to bounce off a wall when trying to ground-pound) this was an absolute joy. i want to put this game in my mouth.

Very fun 3D platformer that took me back to my days playing spyro the dragon and banjo kazooie! Short and simple with some insanely fun movement! Give it a try you won't regret it!


Flynn controls wonderfully with an interesting move set. Platforming is generally great, as are the puzzles, though a few uncomfortable difficulty spikes in the last levels put a bit of a downer on the end for me.

The aesthetics are absolutely on-point, it certainly feels like a long lost N64 title. It nails that 'weirdness' of Rare's early titles too, with exceedingly strange characters and levels in the back half.

Of all the Banjo-inspired platformers from recent years, this to me is one of the best efforts yet.

Cavern of Dreams was a fun and cute retro style platformer with N64 style graphics. I think it follows in Banjo’s footsteps a lot with VERY similar textures and art style. The movement was pretty easy to get the hang of, but there seemed to be some more advanced mechanics that I stumbled upon but could never really replicate. Overall, short and cute indie title with a clear vision and great execution.

Thank you to Aged_Whale for this game!

Cute protag, wonderful original designs with a familiar air that's so sweet. A good time from beginning to end, would play again!

This review contains spoilers

Lostleaf Lake is Cavern of Dreams’ first level. It’s a cozy autumn sunset tableau, complete with a treehouse, a lakeside pier, and a sun beaming with joy.

As I completed various tasks throughout the level, collecting my siblings’ unhatched eggs, I came across a peculiar area: a decrepit tomb, its walls furnished with portraits of fishbones. Towards the end of this small area, I found a secluded alcove which led outside. From this obscure angle, I could not only see the sun – I could see its body.

Dreams are difficult to define. Although sometimes bizarre and surreal, I find that most of my dreams feel… mundane? Ordinary? Like fake memories, or remixes of events that’ve happened, or fantastic visions of imagined futures and pasts colliding. There’s no rulebook. Just vague directions, common themes.

Cavern of Dreams feels like a game that could have existed, but half-remembered, after years of absence and hazy misconceptions. As if dreams have unknowingly wormed into the bedrock, the source code. As if these hallucinations were always tangible things.

Is it the best controlling N64-inspired platformer? No.

Is it the most convincing N64-inspired platformer? No.

Does it need to be either of these things? Absolutely not.

For a character platformer game of all things, it is wildly provocative – visually and thematically. Each level is inundated with nostalgia, melancholy, and mind-bending unreality. Each level is a picturesque playground.

More than any platformer I’ve played in a long while, it’s an oddly profound and moody experience. Certain areas are gravely atmospheric, either very quiet or dead silent.

The end of Lostleaf Lake, for instance, is a short but visually interesting platforming challenge where the forest twists sideways. It’s already a fun set piece, but then the music stops dead in its tracks. What’s left is the resounding echo, the chirping birds, the insects’ trill… and something else far, far below, in the darkness of the woods.

Not only does Cavern of Dreams succeed visually, it succeeds – exceeds, even – in tailoring a deeply immersive atmosphere. This might be one of the most arresting 3D platformers I’ve ever played. There was not a single level where I wasn’t glued to the screen, anxious and excited to uncover another room, or a new level. It’s once in a lifetime stuff.

I’d also like to express that, despite the above anecdote, Cavern of Dreams is not any kind of horror/meta experience. Not in a traditional sense anyways. I enjoy games and/or media which intend to deceive their audience, but I’ve also learned that it’s impossible to approach these experiences totally blind. You can’t play Doki Doki Literature Club or Eversion without being at least partially privy to “the twist,” for example. A more recent case of this happening might be MyHouse.wad. Once somebody says, “Don’t look up anything about this, just play it,” you’ve already been spoiled.

This isn’t that. There’s no big twist here. No rug pull. No waiting for the other shoe to drop. There’s a game, and there’s moments that I’d like not to spoil, and I will unfortunately be talking about most of them (in great detail, I fear). If you haven’t played Cavern of Dreams yet, please play Cavern of Dreams.

I’ll condense my thoughts on the gameplay here:

I would’ve liked a higher jump, but it’s floaty and it works imo. Gliding is essential. The game’s momentum is wonderful. It’s actually a very Sonic-like experience in how players can maintain their speed through skillful rolling/dive-bombing. Also makes backtracking much more fun.

The bubble projectile is underutilized. I would’ve enjoyed other similar abilities but with more utility.

Some of the late game puzzles are diabolical. I would’ve never figured out the starfish tile puzzle in Prismic Palace without a guide (these aren’t required to beat the game, but they are required for 100%).

The ground-pound can be a little finicky near walls, sometimes Fynn would do the ground-pound like I wanted him to, but sometimes he’d bounce off the wall instead. Pretty consistent problem but usually not egregious or super frustrating.

There’s no combat to speak of, but honestly I don’t feel like there needs to be. There are still “enemies” although I would argue they function more like stage hazards. The developer briefly speaks about his decision not to include enemies in a video. Personally, I feel this was the right choice.

Of course, there is a final boss, and you can deflect their projectiles using your tail whip, but it’s a very brief sequence and ultimately more of a skill check than a combat encounter.

In addition, the game is also noticeably short. It took me around five hours on a first playthrough, and another hour (give or take) to complete 100%. I’d also say this is a good length. None of the levels overstay their welcome and they feel appropriately spaced out. It really feels like “the end” once you’re past the point of no return.

Airborne Armada is obviously inspired by Clanker’s Cavern, although instead of the level being solely based around a large character, it’s based inside of them.

However, the Gallery of Nightmares is probably the most ambitious level on offer. Immediately striking, ominous, and filled with sub-levels that loop back around into previous levels, too. There’s even one puzzle where you need to take a key item from another world back into the Galley of Nightmares to solve, which I thought was really cool.

For a haunted house level, it’s also pretty spooky! There’s a whole black-and-white area which is already creepy on its own, but I swore I kept hearing scratching or huffing or something? Then, I went underneath the floorboards and found this bizarre black-and-blue creature which seemed to follow Fynn around and convulse erratically. The only other object down here is one of Mr. Kerrington’s eyes, which might hint at the level being connected – but I’m not sure.

It’s weird, right? I was genuinely scared when I saw this thing because it’s the first and only time you encounter a creature that looks like this. It doesn’t have an Encyclopedia entry, and as far as I can tell it’s not tied to any level progression so it’s just… there?

I think that’s why it freaked me out so bad. It doesn’t have a reason to be there, and yet it’s there. Like a house centipede in a kitchen cabinet. It probably won’t hurt you but WHY IS IT THERE??? GET IT OUT

The overarching narrative beyond Fynn rescuing his unhatched siblings revolves around Sage the Wizard and Luna the Bat. Sage wants to help Fynn rescue his siblings by giving him new abilities and such, and Luna just wants to cause chaos by hiding baby dragon eggs everywhere.

Players learn much later that Sage banished Luna to the Gallery of Nightmares a long time ago, sometime after her father died of a sickness. It’s not stated outright that her father “died” per se but I think that with enough context clues – including her Encyclopedia entry – that most players would come to this conclusion.

I believe that the “frozen room” in the Prismic Palace is meant to depict the moment Luna’s father was afflicted by his sickness. As the diary entry for the Boxed Nightmare states, “It granted eternal life to a foolish king, but he did not understand what that entailed”.

In this instance, the king achieves immortality but is frozen in place. Although not dead in a traditional sense of the word, the king is nonetheless confined to exist in a single moment forever.

Much like another N64-inspired platformer released this year, it’s never explicitly stated whose dreams we’re exploring – but I’d have to guess it’s either Luna or Sage.

Another interpretation of the eponymous cavern is that none of this is real, and Luna/Sage’s story operates as a pure metaphor for the actual dreamer. The character Sage might be a persona of the dreamer, and Luna could be their immature or chaotic “shadow”.

I couldn’t make heads or tails of most of the lore. There’s references to a war, and a period before the cavern of dreams was created – so what exactly is the cavern? Like a Demon’s Souls nexus between dream worlds or something? I’m not sure.

What interested me most was the thematic through line that is the fear of death.

In Lostleaf Lake it’s subtle, but obviously autumn represents a symbolic twilight. The world outside is drowned in red leaves. The lake is a graveyard, not to mention the actual tomb nearby.

Airborne Armada introduces us to Mr. Kerrington, a warship who refused to fight in the war and gets sick with buboes and boils. Could Kerrington be based on Luna’s dad? We never learn the specifics of her father’s disease, although it could be that the odd boils are only meant to evoke or suggest sickness instead of being a direct reference to the type of sickness her father was afflicted with. Similarly, our final objective in this world appears to be to heal Mr. Kerrington’s actual heart. Body horror aside, I believe this might be a type of wish fulfillment, maybe a subconscious desire of Luna to somehow be able to heal her father?

The Gallery of Nightmares has this hidden level where the game mechanics change suddenly. Fynn doesn’t have an oxygen meter. He can survive underwater indefinitely… until this level where you have an invisible timer, and text appears every now and again to remind you that you’re slowly running out of air and drowning. Genuinely anxiety-inducing stuff.

Finally, Prismic Palace has the room frozen in time, which I still believe to be Luna’s memory of her father falling ill.

Once you complete your main objective, and after you rescue all of Fynn’s siblings, you also unlock an unlimited flight ability which lets you absolutely break the game. It’s actually really fun to explore out of bounds, and there’s plenty of small secrets to find hidden in levels. Make sure to fly outside of all the airships in the Airborne Armada for some fun little challenge levels!

You can also find some signposts that are only accessible via unlimited flight. Some of these are innocuous, one contains a haiku, or a sayingbut one feels oddly personal. I hope these words reach the people that need to hear them most.

Sifting through every minute detail of this world was a real treat. This game left me with a feeling that made me want to keep playing even long after it was over.

Well worth your time. A lovely little tribute to the platformers of yore. A beautiful and heart-rending dream. Unforgettable.