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Spelunky 2: Spelunk Harder

Mogri

Round and round I go
(he)
Staff member
Fair enough! I think the biggest problem I have with Spelunky is awareness: is there an arrow trap just above me, etc. You really need to be dialed to do well, and for as much as you want more health during a run, there are plenty of ways to lose it all due to one mistake.
 

ThornGhost

lofi posts to relax/study to
(he/him)
Yeah! I think the awareness thing is what I ultimately like about the game, all these systems behave in very predictable ways and the information is there for you to succeed if you look for it. I'm not sure I've ever died and felt it was the game's fault or an unfair design choice, it could always trace back to me being careless or missing some critical piece of information.

Like I said upthread, things really started making sense for me when I started playing this game more like Nethack than say, Castlevania. Now I do have a lot of experience with that kind of roguelike and I understand how they tick and that maps pretty well onto Spelunky. That may make the difference. It's not a turned based thing like Nethack, but there is always a place to stop and look at what's ahead before you make your move. Look, plan, act. Look, plan, act. Skipping any part of the loop will get you in trouble.
 

jpfriction

You'll never take my hat away
Look, plan, get killed by mole.

Yeah, probably more that it messes with my muscle memory speaking as someone who has played the original to death. Jetpack ain't the instawin button it used to be when it blows up any time you get near fire.

That said, Spelunky/Spelunky HD had a much more forgiving intro in its caves. I still lose half my runs to a mole, horned lizard or some combination of the two. They aren't really replacing anything that was in the original game, just a couple extra enemies on top of what was already there. Mitigated somewhat by the fact that health recovery is more plentiful, I suppose.
 

Kalir

Do you require aid.
(whatevs)
I still think Dwelling is an infinitely better opening area than Mines ever was, not least because it introduces new setpieces that help teach players good ways to handle things (approaching spikes by non-jumping methods is safe, for example)
 

Kalir

Do you require aid.
(whatevs)
Found the temple of Anubis. I stared down a terrifying challenge and the game rewarded me for it. Hell. Yes.
 

Regulus

Risen Again
I picked this up the other day and have been playing it. My stance so far: The game is more fun if you just use a shortcut to skip the Dwelling.

The moles and horned lizards just have too much health. I would set the moles to 1 health and the horned lizards to 2 (so they can be killed with a single arrow). Maybe reduce the move speed of the mole, too. They're both just so tedious to deal with compared to obstacles in the following areas.
 

Kalir

Do you require aid.
(whatevs)
I don't consider the health of those enemies to be an issue, because more often than not, I just avoid them. If you stun them somehow, that gives you more than enough time to put distance between you, either by throwing them away or just leaving. Going the extra distance to kill them is usually a waste of time and resources.

There's also some subtleties in their behaviour that makes said avoidance easier, such as moles being unable to tunnel through anything that isn't dirt and lizards not doing their roll attack at low health.
 

Regulus

Risen Again
Horned lizards are generally pretty easy to avoid. In my experience, though, leaving moles alone is a bad idea because they can drop between layers.
 

jpfriction

You'll never take my hat away
Tried my first daily challenge yesterday. Pissed off a shopkeeper so ended up with the ol' jetpack and shotgun standard which I figured would let me make some decent progress, but ended up using all my bombs just before quillback and accidentally blew him up too early for him to carve me a path so I was stuck. Summoned the ghost and let him chase me around for a while. That was fun.
 

SilentSnake

Administrator
(He/him)
Staff member
Moderator
Made it to Tiamat yesterday, not sure how to clear the floor from there. I wish I was having more fun with this game, but I'm mostly just getting frustrated with it. The getting a hired hand to 5-1 quest was the worst.
 

jpfriction

You'll never take my hat away
Ugh, stupid stupid death. Had 15 health, plenty of bombs, hired hand in tow for mama tunnel but decided against bombing my way to the door during Olmec and got squished.
 

Kalir

Do you require aid.
(whatevs)
Discoveries I've made. Significant spoilers behind that link. I don't want any hints, I am tackling this game completely blind and loving every second.

That said, this is a game where you have to embrace the philosophy of learning from your failures. It is absolutely not for those who get disheartened by setbacks.
 

Ludendorkk

(he/him)
They put out a patch tweaking Dwelling, among other things, and god it made a world of difference. Consistently getting decent runs out of there now instead of just sticking to shortcuts. Doing the questlines feels a lot more fun now that the first biome isn't such a meat grinder
 

Isrieri

My father told me this would happen
Not sure how much constitutes spoilers but I've gotten all the way down to the temple & water zone and its driving me absolutely bananas. The previous areas are certainly brutal with an umlaut, but these areas are reaching theoretical levels of horsepocky. Much more the former with the summoners and all. All I'm saying is, the shop should really really sell antidotes. Derek, buddy, video games have had that conundrum figured out since 1985.

I will say that all the new secret stuff and backwall areas are beautiful additions. I adored the secret areas and items in spelunkey 1, and trying to puzzle out a brand new set is the best part of the experience so far.
 
They put out a patch tweaking Dwelling, among other things, and god it made a world of difference. Consistently getting decent runs out of there now instead of just sticking to shortcuts. Doing the questlines feels a lot more fun now that the first biome isn't such a meat grinder
Ooh, that's good to hear. I still really want to play this but have been concerned that I would just be frustrated.
 

jpfriction

You'll never take my hat away
That said, I still spent an hour playing yesterday and made it past the dwelling once. More on my being an impatient idiot than anything else but I'd call the changes in the patch pretty subtle.
 
I did a handful of runs for the first time in a few days, and the opening area seemed noticeably easier to me. I don't actually know what changed specifically in this patch, but it felt like everything was just turned down a notch: fewer traps, fewer enemies, more open areas, more ways to move downwards, etc.
 

Ludendorkk

(he/him)
Obviously the whims of the RNG still exist, but I notice an increase in crates, better shops, fewer moles and lizards, fewer enemies in general (no more of getting 8-10 enemies in a single hallway like perpetually happened at launch), they added some more variation to 1-4, Damsels and the gold key less likely to spawn inside a wall etc. No single huge change but taken together it makes a much better curve to the biome progression than before.
 
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