App Reviewed on: iPhone 3GS
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I was somewhat keen on the original Cavorite when it came out last summer. Cavorite 2 is, as I've pretty much already hinted at, more of the same. More-or-less. It utilizes the same controls, the same visual motif, and plenty of noggin-scratching puzzles to ponder. It certainly feels familiar to wander the lunar caves and float moon boxes around, but this is a full-blown release of 63 new levels. No cop-out here.
So Dr. Cavor managed to escape his captors and head back home. Then he promptly ran out of fuel and crash-landed. Now the scientist of questionable intelligence (or at least questionable memory) has to collect special crystals in order to power up his ship and finally return to Earth. Back to square one. Cavorite 2 features much of the same gameplay found in the original, mostly involving box pushing and timed button presses. And anti-gravity spray. Can't forget the anti-gravity spray. A number of small elements have been introduced to keep everything from feeling stale, however. Some boxes explode and can be used to open new paths. Some will dissolve after they've been stepped on. The good doctor can swim now, and so on.
The controls never needed any fixing, so they're just as responsive and friendly as they've always been. The visuals have also maintained their steampunk/retro hybrid flair, much to my delight. But what I've really been enjoying about this follow-up is the way the new elements add so many more twists to the puzzles. Nothing like a collapsing bridge to keep one from dawdling. And more than a few of the rooms are deceptively simple to solve, with a fake-out or two set up to trick players into over-complicating things. I tip my hat to Cascadia Games on that one. Good show.
About the only complaint I have to throw Cavorite 2's way is that the somewhat annoying tendency for Dr. Cavor to let go of floating blocks too easily is still present. It makes sense to have him drop if he gets caught up on a wall and isn't physically touching the thing anymore, sure, but it makes navigating through narrow vertical spaces one heck of a chore sometimes. Perhaps giving him a slightly more solid grip and letting players intentionally let go by using the jump button would be something to think about? Just throwing that out there.
More isn't always better, but in Cavorite 2's case it certainly is. I'd be hesitant to believe anyone who claimed that getting more levels, abilities, and interactions for a very solid iOS puzzle platformer was a bad thing. Because no matter how I look at it I just can't agree with that idea. In short, fans of the original will want to get it. Newcomers are also welcome, of course.