![]() ![]() It would be easy to list even more things about Spelunky that I love, but a big part of why it’s so great is the discovery. It just takes time and the willingness to pay attention, something which I feel like Spelunky earns. I’d argue that earning everything yourself is a big part of the fun, however, and I’d also argue that Spelunky being a 2D platformer means that it’s not too hard to “ git gud”. As a roguelike, you’re going to die, over and over again, with no carryover for items beyond a shortcut system that you have to earn. There are players who will never finish it, but that’s not really what it’s all about. One point of criticism I’ve heard many times throughout Spelunky’s lifetime is that it’s too hard. Something else for you to learn – monkeys, unless they’re the golden variety, are not your friend. Sure, I’ve beaten Olmec and made it to the end a fair few times now, but have I told you about the time a monkey jumped on my back, ripping one of my last bombs out and sending us both into oblivion. In some ways, Spelunky is even more about its failures than it is about the wins. There are so many different ways to mess up at any given moment that you’re bound to come out with some great ones. Little stories like the one above flow through Spelunky’s code. Did you know that even the smallest bit of treasure can activate an arrow trap if it happens to fall into it? I’ve played Spelunky for close to a decade and I only found that out from the Switch port. What’s amazing is that you never stop learning stuff. As you go further into the mines and reach later biomes, the lessons get harder, but even more satisfying to take in. That scenario is early Spelunky stuff, by the way. Back to the start you go – another death, another lesson learnt. ![]() That’s when you accidentally chuck it into an explosive crate, sending it flying at you and knocking you both into spikes. Suddenly, you’re getting braver and risking it all to rescue a pug in distress, platforming across the mines as if it’s got nothing left to teach you. After that you’re learning about item durability and just how many times you can use that rock without losing it.
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