Yeah, i like to learn and master a level, beat it and move on, that sense of progression
Even if it will last 5-6 hours, I will love to play it in that way and the mechanic of Spelunky were good (jumping and killing) but everything else turned me off after one hour.
I prefer to play "crafted" product, so I asked, that's it.
I want this! But not on these platforms. Not even a friggin Vita version announced :(
I kind of feel that some have a notion that random/procedural-generated content have little room for mastery and progression. How could they, it's random, there's no sense of beating a specific challenge? But that's the beauty of Spelunky and the best roguelikes: you are absolutely mastering the game and progressing even when you start at square one. The mastery in a roguelike isn't one of mastering a specific level, it's mastering the game's systems and logic. It's the same principle behind those early runs through a Souls game, in that as you learn the mechanics and rhythm, what once seemed impossible can be sprinted past and defeated with trained easeYeah, i like to learn and master a level, beat it and move on, that sense of progression
Even if it will last 5-6 hours, I will love to play it in that way and the mechanic of Spelunky were good (jumping and killing) but everything else turned me off after one hour.
I prefer to play "crafted" product, so I asked, that's it.
ThisI kind of feel that some have a notion that random/procedural-generated content have little room for mastery and progression. How could they, it's random, there's no sense of beating a specific challenge? But that's the beauty of Spelunky and the best roguelikes: you are absolutely mastering the game and progressing even when you start at square one. The mastery in a roguelike isn't one of mastering a specific level, it's mastering the game's systems and logic. It's the same principle behind those early runs through a Souls game, in that as you learn the mechanics and rhythm, what once seemed impossible can be sprinted past and defeated with trained ease
Roguelikes and Spelunky are the same way. Except the impossible isn't a tough boss or area; it's the situations the game places you in, and then asks you to roll with the punches. Can you improvise, adapt, react your way out of a bad situation, overcome through your knowledge and understanding of the systems and mechanics?
Hmmm i'm gonna have to get some Hell runs going, see if I still got it.
Funny how both Spelunky and La-Mulana's MCs passed the torch to their daughters.
That's me as well. And I probably don't have it anymore. At all.Hmmm i'm gonna have to get some Hell runs going, see if I still got it.
I tried it a while back after not having played for a year or so, it actually wasn't that bad. Don't think I made it to hell but the muscle memory was there pretty quickly.That's me as well. And I probably don't have it anymore. At all.
Thank you, it was really that simple, I only wanted an information.
I kind of feel that some have a notion that random/procedural-generated content have little room for mastery and progression. How could they, it's random, there's no sense of beating a specific challenge? But that's the beauty of Spelunky and the best roguelikes: you are absolutely mastering the game and progressing even when you start at square one. The mastery in a roguelike isn't one of mastering a specific level, it's mastering the game's systems and logic. It's the same principle behind those early runs through a Souls game, in that as you learn the mechanics and rhythm, what once seemed impossible can be sprinted past and defeated with trained ease
Roguelikes and Spelunky are the same way. Except the impossible isn't a tough boss or area; it's the situations the game places you in, and then asks you to roll with the punches. Can you improvise, adapt, react your way out of a bad situation, overcome through your knowledge and understanding of the systems and mechanics?
Fingers crossed for some sort of fluid dynamics, or rope physics.
I mean, they are very different in that Spelunky does level generation waaay better than Isaac, and there's also the fact that Spelunky is not stat-focused. What I like the most about Isaac is the hope of getting stronger or invincible (it's almost DBZ levels of absurdity), and not the exploration itself. It's like playing an RPG where you can break the game easily, but condensed to a 20-minutes long run.I'm the yin to your yang; I tried to get into Isaac but it didn't click. Do you have a link to anything that might help me "get" it? Maybe it would help to pass the time until Spelunky 2
I really hope they don't touch or add to the physics in any way, and to be honest why would they? Things like "physics" when you go overboard with them just make the gameplay random, and that's one thing that Spelunky never had in its gameplay - randomness. Wthe hen a landmine blows up a rock you can (or could) know 100% of the time which direction it's going to blast off in, and that goes for everything. The only reason Spelunky works is that while every level is random, the gameplay is completely predictable. You can't have randomness in both levels and gameplay and then still have a fun game.
A purely underwater zone, or some kind of space-like area with altered gravity could work, but I definitely wouldn't be introducing anything other than that.
I feel the exact same. How can it be better? I can't think of a single way. But I'm willing to find out!I am super excited for Spelunky 2. I never would have realized a game like Spelunky would even get a sequel because the first game, in my eyes, was a 10/10; one of the best games in the past 5 years or so.
It's going to be interesting what Mossmouth can cook up with the sequel: secret bosses, secret rooms, secret indie star characters.
It's only random if the same scenario plays out differently each time you execute it - if we're getting a new game, i'd hope for meaningful/risky changes. New tools, new environmental challenges, and new elements. Playing the first Spelunky, was about understanding the constraints of your environment and finding ways to overcome it.
I will hereby retire Spelunky on my PC*. So many great times, so much enjoyment. Still missing low score and co-op achievements, though, I gave up on them a long time ago.
Do you have any examples of what you'd want to see? It may be that we're talking about different kinds of physics-objects!
I'd love to see some sort of rope swing mechanic - as for fluids, in the current Spelunky fluids disperse when you blow a hole, it would be nice to see the water collect somewhere logically. It would also be nice to see more environmental interactions (wet things freezing over if its cold enough, water turning into scalding steam etc).
Not sure about rope swinging though, feels like for that to have any benefit you'd need to have levels that randomly generate to require swinging on ropes, and then if the player has no ropes when they get there they'd find themselves in impossible situations. The alternative is to have rope swinging as a mechanic without any areas that truly require it, but then what's the benefit you're gaining?
it's the single greatest 2d platformer in years no exaggerationCould never get into Spelunky for some reason. Never got as far as the second area (forest-ish area?). Does it get better later? Do you get better as you play, since I'm pretty bad it.
100% correct. It's literally perfect! Which is why this announcement is so compelling. I trust Derek Yu to only come back to this if he has something new to give.it's the single greatest 2d platformer in years no exaggeration
You're surprised people are excited about a sequel to one of the most popular modern indie games? :PI'm surprised at how some people are into this announcement and I'm happy for them, but this series isn't for me. I hate games like these where your progress is lost after playing.
Honest to goodness, try the first one, I can't stress this enough. Pure bliss.Never played the first one but I'm really interested in trying this one out.
Never played the first one but I'm really interested in trying this one out. How does it compare to Steamworld Dig 2? I freaking loved it on Switch