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Author Topic: Spelunky  (Read 11838 times)

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James Edward Smith

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Spelunky
« on: December 28, 2008, 05:09:14 PM »

I was sitting on the can today and I didn't feel like playing Patapon on my PSP cause I'll I'm doing in it right now is grinding to get three decent Megapons (these are not ultimate pons, their name is a pun on "Megaphone" because they attack with music shot from big horns) and also because PSPs use optical media and there for have to load and any company that figured that'd be a good idea for a portable system and would be able to compete with the current gameboy is retarded. So, I picked up my nesGBA with it's 3rd party flash memory cartrige in it and started playing some Metroid: Zero Mission. My saves were lost because the little battery in my flash cart has run out and so saves often wipe on it. So I started playing from the start again for the umpteenth time and was sort of bored despite the game's inherent good design, satisfying visuals and tight controls.

It was boring because I'd played it before. It strikes me that it would be pretty cool to make a metroidvania that was randomly generated like nethack. Certain key areas and boss rooms would be static and unchanging but the mazes that needed to be explored before getting to one of the recognizable pregenerated places like those would be different everytime, constructed out of building blocks. You could even have it set up so that certain rooms or situations were pre-canned but the way that you discovered them or entered the area was one of a few possibilites. One time you would smash a big boulder through a gate that led to the Forgotten One's chamber, the next time you would fall through a bittle ceiling and land in the room unexpectedly after walking over it and breaking it accidentally because you hadn't encountered one of those floors before in previous play-throughs.

I think a game like that where you made it so that good players could actually beat the whole game without having to get all or maybe even any of the special items but where newer players would want to take more time and explore more until they found all the help they could get would be pretty cool. That way you could have a lot of new power granting items that weren't necessary so it would be okay if they didn't appear every game, but that would always be useful.

I'd set the game in 1600 Mexico. You could be a Spanish Conquistador, a Spanish Priest, an Aztec Warrior, or an Aztec Shaman.

Close enough
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Norondor

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Re: Spelunky
« Reply #1 on: December 29, 2008, 08:32:38 AM »

a perfect combination of a hard indie platformer's fiddly fucking jumps and high lethality, with a roguelike's high potential to simply not provide you with any of the tools needed for your success! Suck my fucking dick, Derek Yu!
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Arc

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Re: Spelunky
« Reply #2 on: December 29, 2008, 10:03:23 AM »

The controls are whack, and the lack of full-frontal nudity is a crime!

How can you call something indie if full-frontal isn't present?
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James Edward Smith

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Re: Spelunky
« Reply #3 on: December 29, 2008, 03:07:42 PM »

The controls do need a lot of work but this is a really early build.

That said, I love the possiblity for this thing. I already find it really fun in this rough state so with even just a little polish I think this has a lot of promise.

I don't know what you mean about the generator leaving you high and dry, Noro. That's never happened to me at least not yet. But then I'm very frugal with my supplies and I tend to buy the spring boots whenever I see them in a shop if I don't find some in a box first.
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Romosome

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Re: Spelunky
« Reply #4 on: December 29, 2008, 03:29:36 PM »

The controls are whack, and the lack of full-frontal nudity is a crime!

How can you call something indie if full-frontal isn't present?

why didn't you bug them about this during Aquaria? =/
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Arc

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Re: Spelunky
« Reply #5 on: December 29, 2008, 05:26:27 PM »

why didn't you bug them about this during Aquaria? =/

That was a total corporate cash-grab, maaaaaan.

The port, however...
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Norondor

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Re: Spelunky
« Reply #6 on: December 29, 2008, 05:49:10 PM »

That said, I love the possiblity for this thing. I already find it really fun in this rough state so with even just a little polish I think this has a lot of promise.

I don't know what you mean about the generator leaving you high and dry, Noro. That's never happened to me at least not yet. But then I'm very frugal with my supplies and I tend to buy the spring boots whenever I see them in a shop if I don't find some in a box first.

Have frequently gone 5+ floors with no damsels in distress
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Saturn

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Envy

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Re: Spelunky
« Reply #8 on: January 01, 2009, 02:04:00 PM »

I swear ive seen a game dangerously close to that design.
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LaserBeing

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Re: Spelunky
« Reply #9 on: January 01, 2009, 04:13:45 PM »

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Mongrel

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Re: Spelunky
« Reply #10 on: January 01, 2009, 04:16:43 PM »

moar liek every old platformer evar amirite
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Envy

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Re: Spelunky
« Reply #11 on: January 01, 2009, 04:28:38 PM »

It was actually called mulan or something.
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Niku

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Re: Spelunky
« Reply #12 on: January 01, 2009, 04:39:45 PM »

why can i never tell if you're trolling
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Niku

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Re: Spelunky
« Reply #13 on: January 01, 2009, 04:40:05 PM »

why can i never tell if you're trolling baiting us
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Re: Spelunky
« Reply #14 on: January 01, 2009, 05:50:16 PM »

why can i never tell if you're trolling baiting us
He's a Master Baiter.
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Niku

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Re: Spelunky
« Reply #15 on: January 01, 2009, 06:14:34 PM »

The point is, you're dumb as hell.
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Re: Spelunky
« Reply #16 on: January 01, 2009, 10:45:13 PM »

:smile:
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Norondor

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Re: Spelunky
« Reply #17 on: January 01, 2009, 11:45:55 PM »

It was actually called mulan or something.

La Mulana. Mentioned as an inspiration to Spelunky, which helps explain why hate it.
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Zaratustra

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Re: Spelunky
« Reply #18 on: January 03, 2009, 10:16:48 AM »

Spelunky has way too many fucking one-hit kills.

Kayin

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Re: Spelunky
« Reply #19 on: January 03, 2009, 10:39:16 AM »

I really dig spelunky but it's a little too hard with the one hit kills and stuff. I think I'd enjoy it more if it was a taaaad easier and I had a better way of restoring health.
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