(Originally published to Glitchwave on 1/21/2026)
[Image from glitchwave.com]
Cave Story
Developer: Studio Pixel (Daisuke Amaya)
Publisher: Studio Pixel (Daisuke Amaya)
Genre(s): 2D Platformer
Platforms: PC
Release Date: December 20, 2004
For any aspiring indie developer who believes that they’ll take the indiesphere by storm with their coming-of-age, horror-tinged gay awakening story starring a cast of anthropomorphic furries, I hope you realize that your brainchild will never have as much indie cred as Cave Story. Millions of gamers might have purchased Halo 2 or GTA San Andreas while Cave Story sold a meager ten thousand back in 2004, but those who bought the more modest latter were inspired to create their own games as a result (a topical spin on the Brian Eno quote comparing the impact of Sgt. Pepper versus the first Velvet Underground record). Actually, the words “bought” and “sold” are misnomers on my part. Daisuke Amaya, the solo developer behind Cave Story, spent five years financially debilitating himself to ensure he’d have enough of a breather period per day to finish this passion project in a relatively timely manner. After half a decade of likely subsisting off of dollar-store cardboard ramen and whatever bugs managed to crawl into his shoddy apartment, the man was kind enough to publish his painstakingly crafted creation to the internet to download for a whopping sum of zero dollars and zero cents. There’s a point where someone’s selflessness steps beyond admiring their altruism to becoming concerned with their psychological status, and Daisuke Amaya evidently needs some serious counseling. Still, perhaps Mr. Amaya factored in a long-con approach to receiving compensation for his self-inflicted labor, for its availability allowed Cave Story to increase the span of its ring to impressionable gamers without the inherent perk of being able to amplify it to the mainstream masses. Years later, Cave Story is cited as a major influence on Braid, Undertale, Iconoclasts, and other titles that would cement themselves as gaming staples during the indie golden age that is still currently ongoing. I can state with confidence that Cave Story is bar none the most influential indie title in the medium of gaming, but is its everlasting ability to spark inspiration sustainable two decades onward? Given that Cave Story was created in a time with sparser technology on a budget of what we can surmise wasn’t even enough to engage a coin-operated laundry machine, is it time for the indie muse mantle to be passed onto another worthy title that isn’t beset by the complications of the rudimentary conditions that could have possibly been factored into developing a video game? While Cave Story does exhibit some elements that would be deemed as rather unsightly or undercooked by the comparison of its competent and more privileged indie acolytes, I defy anyone to contest the charismatic heart and soul that lies within its crude exterior.
Notice how I made the distinction between the pure Metroidvanias and games that simply incorporate some elements of the genre into their level designs in the previous paragraph? I’m not entirely sure there’s a definitive term that labels games with levels that exist between the fast, timer-duressed platforming of Mario and Sonic and the exploration-intensive, meticulously-paced Metroidvania subgenre, but Cave Story certainly treads that line. Don’t be deceived into thinking it comfortably fits the latter by the fact that health and weapon upgrades are scattered across the levels. Sure, the game offers plenty of incentive to explore, but everything that can be obtained on the field does not lead to plunging further into any portions locked by utility-gated hindrances. The encompassing level design that Cave Story seems to exhibit is a horizontal span with defined parameters between the entry point on the left side and the eventual dead end situated on the right. It’s platformer level design 101 that would be utterly orthodox if not for the lack of a clock ticking away that discourages the player from curiously hopping around the elevated vertical ground that surrounds them. However, just because the other end of the level is a logical destination doesn’t mean that a flag pole will greet the player and tally up the player’s time score once they leap on any point of its vertical stretch. Within those elevated cliffs potentially lies the next progress point for the player, or at least the subsequent point of progression if their immediate destination did happen to be the opposite side of the area, or behind a door that leads to a small room or arena where dialogue or a boss battle commences. Naturally, the objective of finding where on the map furthers progress subtly incentivizes the player to explore an area to its entirety outside of the interest of augmenting one’s maximum health. While creating a compact sandbox to roam around is infinitely more engaging than a straightaway trek from point A to B, I wish that the objective surrounding the exploration process maintained some sense of clarity. When an NPC assigns a quest to the player, like a scavenger hunt to find the ingredients for a bomb or retrieving an elderly woman’s five dogs that have run away, the objective components to progression are made crystal clear. Other times, however, dialogue that might be spoken by the NPCs the player encounters may not spell out their following course of action. I don’t need a glowing breadcrumb trail or a blinking series of arrows to explicitly direct me towards my goal like I’m an impatient child, but finding myself frazzled due to revisiting the same rooms and failing to trigger any semblance of progression occurred too many times for comfort. Walking from one side of a lake to the other in Mimiga Village to obtain an item clashes with traditional Metroidvania logic but alas, the player is sincerely intended to test the threshold of the protagonist’s lung capacity to its absolute limitations. I’m thoroughly impressed by the layers of depth that exist in each of Cave Story’s areas, but a fully fleshed-out Metroidvania map achieves the same level of richness while pronouncing how to progress through it less obtusely.
Another reason why Cave Story might seem a little more linear than the indie Metroidvanias it would undoubtedly influence is that traversing from one side of the area to the other evokes something akin to staving off one’s demise in a traditional 2D platformer. As par for the the 2D platformer course, the source of adversity between destinations is the scourge of enemy activity ready to annihilate the player with their overwhelming swarms of offensive forces. Admittedly, this is also a component of difficulty in a Metroidvania game, and Cave Story features several states to relieve the player of their choking vulnerability in generous increments, similar to that of a less straightforward realm of platformers. Still, I think the game recognizes that the level of adversity that exists between progression points can get quite staggering all the same, which is why Mr. Amaya has equipped his anemic, Pokémon Trainer-looking protagonist with an arsenal liable to arouse any NRA member. Scouring the dim tutorial cavern, the Protagonist will uncover a standard pistol from a treasure chest to procure any fundamental source of defense against the hive of bats that the player was forced to evade only moments ago. A rocket launcher is the only explosive weapon with enough firepower to obliterate the gigantic, oxygenated jellyfish that globs onto the ceilings of the “Grasslands.” The flamethrower’s rolling properties seem to do wonders with targeting the sentient dinosaur skulls that pace across the specific inclined platforms of the “Sand Zone,” while flinging a sword at the cockroaches that populate the upper deck of the same area seems to be more effective at exterminating them than anything the Orkin Man could ever whip out of his van. As potent as the projectile piece of steel craftsmanship proves to be, I’d still recommend trading it for the “Nemesis,” Cave Story’s juggernaut weapon equivalent to Ratchet & Clank’s RYNO. I wish the option to trade “The Bubbline” was available, or at least any avenue to dispose of this wimpy squirter of suspended soap. Still, perhaps the addition of a dud weapon is just a byproduct of a diverse weapon roster, where the weakest item unfortunately gets shafted when all of its peers prove to be far more useful in the long run. While not all of Cave Story’s weapons are created equal, the various situations at least implore the player to use everything at their disposal at least once. Plus, the weaker weapons all have the advantage of infinite ammunition, making a case to keep them around once even the rocket launcher requires multiple shells to blow enemies to smithereens.
Besides the specific scenarios where every weapon showcases its strengths, the player should ideally be intrigued to use every weapon for at least a little while because each of them will be enhanced via gaining more experience with them. However, Cave Story does not subscribe to the typical EXP system where the simple, continual usage of one weapon will increase its attributes. In fact, Cave Story’s EXP system for its weapons still remains so unique to its source that you’d swear that Mr. Amaya legally patented it. Instead of increasing the bar inside of the level meter automatically upon defeating an enemy, they will expel mango-colored triangular shards of varying sizes depending on the enemy’s size and tenacity. Only by collecting the shards that become strewn across the ground like candy being tossed from a parade float will any of Cave Story’s weapons evolve, and said evolution involves a plethora of noticeable perks. Ammunition from weapons like the machine gun becomes prominently larger; a single firing of the rocket launcher will unleash three shells simultaneously for the price of one; the flamethrower spurts will become so scorchingly hot that its color will turn a ghoulish white, etc. The ammunition that spews out of the machine gun at its maximum level is even powerful enough to propel the player upward if they aim down while airborne, a nifty traversal technique to supplement the jet boost before the gadget becomes available.
As awe-inducing as each weapon will be at its maximum level, the caveat behind this system is that its apex can decrease if the player sustains any amount of damage while it's equipped. As they say, the lord giveth, the lord taketh awayeth, and I don’t mind the harsh punitive measures at play because any scratch of regression can be easily remedied while motivating the player to stay alert of all enemy activity around them. That is, until I’m faced with one of Cave Story’s bosses where choosing the appropriate weapon can either make or break the player's victory. Factoring in which weapon to use when chronically batting away Balrog is fortunately irrelevant. He’s a stubby toaster and miniature refrigerator hybrid with no attack range to speak of, and the enclosed arenas he bombastically barges into like the Kool-Aid Man are nicely ironed out and simple. However, with the heightened, projectile firepower of bosses such as Weapon X and the Dragon Sisters, whose fights are engaged on more complicated terrain where the player can only damage them with slivers of opportunity, the likelihood of weakening the only sensible weapon increases tenfold. Forgive me if I’m not MLG pro enough to toss a flamethrower spurt down the gullets of the Dragon Sisters like I’m playing a round of cornhole. Only in these instances do I wish that Cave Story just crafted a normal weapon experience system that remained intact upon reaching its limit. Judging by how absolutely none of its disciples chose to adopt this eccentric mechanic, it’s safe to say that it was an experiment that didn’t entirely pan out.
If Cave Story isn’t afraid to raise the stakes of combat to the point of debilitating the player, wait until we delve into the narrative context surrounding the action. Titling this game as “Cave Story” does not ring to me as a mere coincidence. Above all of the other elements that the developer put his blood, sweat, and tears into, the story aspect was definitely the one that he bled, sweated, and wept over the most, given its outstandingly intricate lore, characters, and conflict premise. It turns out that Cave Story’s playable protagonist isn’t suffering from a severe vitamin D deficiency, but that his blanched skin can be attributed to the fact that his body is composed of a metallic mold meant to resemble a human. He learns in his amnesiac stupor that he is one of the few surviving robot scouts sent to a floating island suspended above Earth’s atmosphere that were programmed to target the land’s native mimiga population. Even though the rabbit creatures seem absolutely helpless despite their evident hyperintelligence, their secret weapon they employed to trounce their gun-toting invaders is consuming a red flower that transforms them into brutish, Hulk-like beasts, where the amplified effects are irrevocable. Years later, scientists revisit the isolated grounds of this failed imperialistic endeavor to research the “demon flower” phenomenon when one of them, referred to as “The Doctor,” stumbles upon an artifact called the “demon crown,” whose arcane properties corrupt the intellectual man into a bloodthirsty tyrant. Now, he’s hellbent on cramming as many of the red flowers down the throats of the mimiga to create an army of roided-out supersoldiers to become Earth’s despotic ruler with the aid of his witch advisor Misery and the aforementioned Balrog as the muscle of his operation. The Doctor’s intentions are the main source of conflict that are made abundantly clear by the NPCs immediately when the Protagonist (who is canonically named “Quote”) returns to the scene of his defeat in Mimiga Village. The cliché good versus evil conflict premise could’ve sufficed, but the contextual tidbits behind Quote’s existence and initial purpose, the latent, abominable natures of the perceivably cuddly and defenseless mimiga, and the esoteric evil at the root of The Doctor’s change in disposition unveil a multilayered, comprehensive world as rich and detailed as the fall of Rome.
Between learning of the storied history behind the peculiar island and its nation of bunny people while spelunking through its cavernous machinations, Cave Story’s thick layers kept peeling back more and more thematic substance that wasn’t overtly exposited by the characters. Considering that our boy Quote’s circuitry is wired to make rabbit stew of the mimigas and instead sides with them to conquer their oppressors, there seems to be a prevalent theme of defying one’s true nature or commanding officer and sprouting an autonomous consciousness. Surprisingly, the extent of this thematic undertone is explored with Balrog of all characters, who gradually steps towards the side of aiding Quote and the mimigas and opposes his “master,” The Doctor, every time Quote wipes the floor with him as he insists on making an appearance. Does Balrog’s dynamic arc make him the true protagonist of Cave Story, or is he still a useful idiot who we can at least be grateful for when he starts lending his doggedness to the good guys? More overtly on the side of revolting against the powers of strong-arming are how some of the mimiga express an impassioned fervor against those who seek to subjugate them. Combating this persecution against the mimigas the most actively is King, the de facto leader of the remaining mimigas in their home village, whose bloodshot eyes and scar-studded visage signify that this bunny is a badass who shan’t be toyed with by bullies. King would rather die than see any of his kind get abducted and turned into monsters, and unfortunately, that bargaining statement becomes a reality when he’s fatally struck down by a cracking bolt of lightning summoned by Misery during battle. Using King’s death as a segue, what I believe to be the strongest element of Cave Story’s narrative is raising the stakes of the heavy scenario by killing off characters. The game isn’t the least bit afraid of making their adorable little cast of castigated critters squeal in agony, whether it be annihilating them outright or euthanizing them for the greater good after their Dr. Hyde mutations blossom from eating the red flowers. Having to subdue the sweet and innocent Toroko after The Doctor force-feeds her the flower is an especially heart-wrenching turn of events. Scenes of various mimigas meeting grave fates are upsetting in the moment, but as they marinate in my mind longer, the tragedies do wonders for instilling the severity of the conflict at hand.
Then there’s the untimely demise of Curly Brace, a female humanoid built for the same purpose as Quote but is also going against the grain and aligning herself with the mimigas she once sought to slaughter. Given her unique kinship to Quote and the fact that she’s an aidful member of the opposite sex with a vivacious personality, this blonde bot screams manic pixie dream girl so loudly that I can hear both The Smiths playing from one side of her headphone speakers and The Shins from the other. Nipping this cliched relationship in the bud before I start to facepalm, Curly Brace is out of commission when she sacrifices herself by giving Quote her bubble-breathing apparatus when a battle arena completely floods to the point of inhabitability. Programming a waterproof robot with a drowning function in the first place is unspeakably cruel and unusual, but I digress. As much as I’d like to commend Cave Story for stocking even more grief to fuel the fire against The Doctor and his cronies, the game does offer an extensive avenue to resurrect Quote’s soon-to-be girlfriend in one of three potential endings. I implore the player to stop thinking with their dicks, or whatever sexual appendage serves like a penis that Quote may or may not possess, because I’d argue that the game punishes the player if they go the extra mile to achieve the ending where Quote and Curly live happily ever after (with Balrog third-wheeling it for the remainder of his days). Firstly, taking the steps to drain the immense volume of liquid from Curly’s core is quite the ordeal, where the specificity of a task’s completion can lead to accidentally neglecting it entirely. Secondly, when Quote arrives at the secret labyrinthine temple on this path, and the game greets him with the message, “Welcome to Hell,” do not take this message lightly. The route up to the game’s absolute final boss in the grand poobah Ballos is the first and only instance when Cave Story becomes a precision platformer, jetting around rows of deadly spiked walls with unpredictably asymmetrical patterns throughout. After that tense excursion is finished, Cave Story continues to make the player sweat buckets with FOUR rounds against Ballos, an excruciating endurance test that the player will be begging for sweet release by only the third phase. Considering the multiple transformations where Ballos becomes bigger and more malformed with every phase, the Sigma from Mega Man X comparisons write themselves. Unless the player sincerely wishes to secure some suggested robot sex for Quote as a reward for his outstanding heroism, I recommend sticking to the “neutral ending” where Quote conquers The Doctor and Misery and leaves the island with Sue and her human scientist brother, Kazuma, on the backs of the dragon he painstakingly attempted to hatch in the Egg Corridor all this time. Conversely, I will judge you harshly if you decide to expedite Quote’s egress with Kazuma at the soonest moment the dragon is hatched, saying “fuck this” to The Doctor’s sinister plans coming to fruition, to live in the far-off mountains without a care. And I thought bartering the sword weapon that has King’s lingering spirit imbibed in it for the Nemesis was the most damning example of selling your soul in Cave Story.
Daisuke Amaya, you beautiful bastard. I know your secret, buddy; you’re actually an alien that beamed yourself down to our planet to benevolently give us earthlings the gift of gaming with Cave Story. I simply find it hard to believe that any one of us would be able to create something of such an unprecedented magnitude that superseded all of the cheap, crude flash games that represented indie gaming at the time where financial gain wasn’t an applicable factor in crafting it. Alas, the reality isn’t that there wasn’t a jailbreak from Area 51 circa the early 2000s. A starving artist from Japan truly did accomplish the impossible with only his two hands and the cheapest computer software imaginable, making gamers like me moist with sprightly shooting gameplay, adequate level design, and a poignant story with, and I must impress on this, multiple fucking endings with several secret routes attached. Still, what we’re intended to take from Cave Story is not that Mr. Amaya is superhuman, but that any aspiring developer can make a game of this caliber if they persevere. Where some of the triple-A King Neptunes of the gaming industry are cynically serving up shite on a conveyor belt per year, there's the indie SpongeBobs taking their time to program hearts into their interactive vision’s binary code thanks to Cave Story setting the example. Pardon me, I’m getting verklempt just thinking about it.



