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But because of this fact it's also extremely rewarding. Please, be sensible and don't blame the game if you don't have enough persistency to gain skill required to beat it. Give it another chance, watch some streams and tips and Spelunky will open to you. I'll just wanna add that the game is incredible.
Pretty much everyone is pissed at the difficulty, and I'm not gonna disregard their opinion by saying that they suck at the game or anything. The game is very difficult, and sometimes deaths are a little BS. Unlike other rogue likes where you will be able to finish 9 out of 10 runs, in this you'll finish probably 1 out of 10 runs even if you're crazy good at it.
This is my "pick up and play game" where I just boot it up when I don't have much time to play more campaign kind of games and just want to have a quick round or so. This is perfect for that and a very well designed game. I do think the music was better in the original though, and they should've kept the default run at 4 levels itself.
Harder doesn't necessarily mean better and no game proves this better than Spelunky 2 does. The first game is something of a masterpiece and i Harder doesn't necessarily mean better and no game proves this better than Spelunky 2 does. The first game is something of a masterpiece and i have thousands of hours clocked on it. This game however, after reaching the 50 hour mark, i feel no motivation to ever even think about getting close to those hours i achieved on the first game.
If you want to see difficulty increases done right, see DOOM Eternal as a prime example of skill combined with fair and tight game design. Spelunky 2 is fine. But thats all it manages to achieve, which is extremely unfortunate considering how brilliant the first game was. This sequel somehow manages to feel less refined and while being much more difficult, it feels less challenging in the sense that you stand a fair chance.
More artificial difficulty, and i hate it. Not really an improvement. Feels like a disjointed collection of mods for the first one instead of a sequel.
Gameplay doesn't flow as good Not really an improvement. Gameplay doesn't flow as good as in Spelunky HD, and most of the new content is either useless or just forgettable.
In addition, performance on low end machines even with recommended specs is surprisingly bad, dipping way below 10 fps when liquids appear on the screen.
The bottom line is that you won't feel the need to play it after a few hours, wich speaks volumes about the regression in gameplay. Not worthy of the Spelunky name. This game is what happens when you set out to make a roguelike by putting all your game design points into difficulty, and 0 into everything This game is what happens when you set out to make a roguelike by putting all your game design points into difficulty, and 0 into everything else.
The difficulty curve is simply broken. The only way to progress to later worlds is to use shortcuts, where you are effectively starting your runs by skipping content. That archaic mechanic that served as a workaround for poor game design in the 90s is back in full force. And if you think that's difficult, then co-op is a non-starter because you can't even use shortcuts online.
Which brings me soundly to my next point. There is not enough items in the item pool, and they are too scarcely available for you to collect in maps. The items that do exist are unimaginative. Most runs end before you can collect even a single item. And for longer runs, far too much weight is put into collecting the 2 best items. Important things like doors and traps are intentionally hard to see in the game's art direction, and there is no QOL to make them more obvious.
There has been a number of times when I've been literally stood on top of an exit door without being able to see it. And my eyes are quite good, I can only imagine how bad this is for people with poor eyesight.
The level design is predictable. While the actual layout is procedurally generated, after a few runs you will always know when a map contains a store, or dice, or a challenge, or a helping hand, or a boss, because there is no variation. It's actually kind of a blessing for this game as it removes some RNG from the difficulty. However, a game is the sum of its parts, and ultimately this just makes it even less interesting. You often get hit multiple times without being allowed any input because of the lack of invincibility frames, and this means one mistake can lead you to getting stunlocked until you die, no matter how many hearts you've spent time building up.
Some things arbitrarily hit you for 2 hearts instead of 1. Some things one shot you, ignoring your hearts entirely. And to top it all off, in what is possibly the most offensive sign that this game is poorly designed: it is possible, although not very common to softlock your game such that you get stuck with no means of being able to climb or bomb your way out, forcing you to restart your run through the menu.
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