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I really didn't want to go deeper into this cave... why did I go deeper into this cave?

Trash Collecting In A Cave is an extremely unsettling experience that I am so happy I tried. I was not expecting the atmosphere to hit this hard but it really did, I was starting to feel like I was actually lost in a cave (especially when I was having trouble finding my way out again). It's short and simple but it builds up constant tension. The sound design is marvellous, it's so quiet for so much of the playtime that when other noises do happen they always catch me off guard; that thumping that starts up when you get so deep in really had me checking behind me at every corner. The storytelling through the notes and the different items you can come across is brilliant, I love how there are so many different perspectives being shown through each note that add different layers to the events. It really feels like a community of people experiencing this terrible thing. I also think the monster worked really well because I really didn't get much chance to look at it, yet there was enough in the notes and the environment to make me aware of it early on. I don't know if I could have spotted it before the ending or if it really was just scripted for that moment and that uncertainty only makes it more intimidating. 

I will say that the intro felt... unnecessary? Yeah it's kind of nice that we have some backstory for the protagonist but honestly it didn't seem to match the tone of the rest of the game. I think you could have started with the objective section and not lost anything. I don't feel like I need to know why we're here, if anything the antagonism of how the objective is worded feels motivation enough for the player, and all the environmental storytelling within the cave itself doesn't really seem to fit with the setup of cleaning up at our Grandfather's request. But that could just be me, and I don't think it takes anything away from the overall experience.

*SLIGHT ENDING SPOILERS.* Speaking of antagonism, I both love and hate how the game itself seems to be taunting me. From little things like it telling me it's not going to count the trash only to then give me a big red countdown for the final 10 pieces, to the control instructions for the shift key just saying 'when necessary'. I don't think it was necessary at any point in gameplay (unless I missed something) but that kind of ambiguity constantly had me questioning if I needed to be running or if I had to save it. Also 'no one can save you' in relation to there being no save system is absolute genius. And this continued in both endings. I got the first ending and basically got told to go deeper and find what's in the cave (which I REALLY didn't want to) then got the second ending and was told 'you brought this on yourself'. Like bitch you told me to go find it! I have never wanted to punch an ending screen so badly. It feels like the game is messing with me and there is something so infectious about that, it adds another layer of tension to an already nailbiting experience. I don't know if anyone else is going to be as invested in this particular design choice as I am (or even if I'm reading way more into it than was intended), but I would love to see that kind of messing with the player done in future horror games.

Overall I am floored by how amazing this game is. It's such a simple concept  but honestly my heart it still racing a little bit. Really impressive horror game, especially for a first game, and I'm very curious to see what else you can come up with.