If I'm healer, I'm usually getting hounded by two or three players, and the best option for me to survive that interaction is jumping off one of the cliffs and falling as far as I can, which separates me from my team, which means I can't do my job effectively, and if I'm a defense type, it takes forever to get anywhere on that map, even with all the advanced movement tech, so by the time I get to where I'm going, the fight is usually over. The map is too big and almost always runs into the issue of every teammate ending up in different corners, especially in Combat Battle, which is a painful experience as a defense type and healer main. Least favorite is easily the Hidden Cloud. In the time I've been playing this game, which is off and on, basically since the game came out, I have one memory of a match happening in one of the back areas of the Hidden Sand. However, in say, the Hidden Sand Village, the entire back parts of the map have never been used. The changing locations of the scroll spawns and capture points in Base and Flag battle add a ton of variety and I've never felt like any area in the map is underutilized. There's like, three major points that the vast majority of the match takes place in and it almost never, ever changes. Like, in all the other maps, the same basic match plays out almost every time. The aethetics are really nice, it's well designed around the verticality, and I like how different every match feels. I really recommend this game.My favorite is probably the new Hidden Village map. They also worked on the chiptunes in the game, as they are a vast improvement on the original. New players will also be delighted to get to know this series.Ĭascadia put loads of effort into adapting Cavorite 2 for retina displays and it’s proven to be well worth it. I don’t agree with this, though, and I don’t think many people will, especially not existing fans. There are some people who think that a game can be spoilt by adding too many levels and abilities to an already very solid iOS puzzle platform game. Sometimes less is more, this is true, but not in Cavorite 2. I think Cascadia should give him a better grip and make players have to intentionally let go by using the jump button. It makes sense for the doctor to drop a block if he’s caught on a wall and isn’t touching it, but this tendency really makes navigating through narrow vertical spaces very difficult indeed. One thing that is annoying about Cavorite 2, though, is the good doctor’s tendency to still let go of floating blocks way too easily. I’m especially impressed with the developers Cascadia Games for this trick – it had me going a few times. There are collapsing bridges to keep you moving, and there are a good few rooms that look complicated and have you tearing your hair out before you finally realise how simple they are. What has changed – and for the better – is the way the new elements are used to give the game more twists, turns and depth. #Cavorite map plusThe controls are just as responsive as before, and the visuals are still very Steampunk and retro, which is a definite plus in my book. #Cavorite map freeThe feel is pretty much the same as with Cavorite 1, with some levels making you race against a very unforgiving clock and others giving you time to ponder the switches and traps you need to manipulate to free Dr Cavor. Cavorite 2::by Cascadia Games Cavorite 2::by Cascadia Games Cavorite 2::by Cascadia Games Cavorite 2::by Cascadia Games Cavorite 2::by Cascadia Games
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