I only attempted the hell run in Spelunky 1 a couple times before I quit playing it; I do really get bored in the early game, and the item variety was poorer there so runs never felt that different.
I can see how the breather would make it more addictive/less overwhelming, though.
I’m very likely in the minority on this one. I will say that the Dwelling does start to feel better the more consistent you get. And I heard Derek mentioned on some stream that he’s considering tuning it down a bit.
Was getting a LOT better at using the teleporter, but I finally managed it on a run where I didn’t have anything special.
I found mounts to be surprisingly useful in these speed attempts – they give you extra mobility so you can fall safely, and they usually give you an extra hit too.
Nice job! Are you going to try for the no-gold run as well?
I had a very promising hard run going yesterday and died in the freaking Urn Room of all places by not being perfectly lined up on a moving block. So deflating.
Haven’t tried on the no gold run yet; sounds doable, but I’m not sure how annoying it is in practice because I haven’t given it a shot yet.
Yeah, those elevators are death traps. I try to avoid them entirely if I can. If not, remember that if you’re on top of the elevator going down is relatively safe, but going up is super dangerous.
Trip report: I’m dying more in the early levels, although I did take acetaminophen for a headache earlier, which apparently has a weak link to increased risk taking, if I’m to believe recent studies.
So more data is needed!
If there are less enemies it’s subtle enough that I’m not really noticing? I’m dying to greed/hubris like always.
I adore this and want to spend more time with it, but have gotten pretty deeply sucked into Lightning Returns for the moment. I’m so much worse at it than its predecessor.
I decided to stop playing after getting one basic win from checkpoint because mostly this game puts me in a terrible mood. Feels like half the challenge is psychological, like this game is supposed to teach you to accept unfair twists of fate and absolute punishment of tiny human weaknesses with cheerful persistence and focus (a slightly implicit form of what Getting Over It is explicitly about).
It seems OK to design a game around that in theory but it’s not what I need right now. I need to reserve all my Serenity Prayer juice for real life
Ditto. I felt like this one was just too harsh. I like to put on music and chill out with a game of Spelunky, but this sequel has no chill. It’s like you’re in the final area from minute 1.
I don’t think I found Spelunky 2 that much more difficult than 1, but it was too conservative to justify the huge time commitment after having already played 1
It really feels like this was made for people who thought Spelunky 1 was perfect as is, and just wanted to live through it again with fresh eyes.
I still got a good 10 hours or so out of it, so, not bad
Spelunky 2’s liquid particles made it run poorly on my computer, so I refunded it after an hour of play. I’ll give it a fair shot on different hardware, but the lack of a Switch port is why I picked Hades over this.
In a way I think this represents my issues with Spelunky 2 from the first hour of play. It definitely felt like a fresh coat of paint and some new trinkets, over the brand new Spelunky experience I was hoping for. I don’t think anything can replicate the feeling I had discovering the GameMaker version over a decade ago on my laptop toaster. I needed an entirely new action roguelike experience.
I think Yu’s said he’s planning to scale back difficulty in area 1, at least the first couple stages, which would be welcome tbh. Or did that already happen?
I feel like the game’s engineered to trigger more Rube Goldberg-like traps where one wrong move can have your 7 hearts depleted in 3 seconds. I have a hard time explaining how this is exactly, though I think changes in hitstun and post-hit invincibility on both player and enemies has something to do with it.
Yeah, it happened a few weeks ago. The spawn rate of moles, horned lizards and arrow traps is lower. I’d guesstimate maybe 30% lower. So the tricky combinations still occur but you only run into them when you’re unlucky instead of every time