Heading into Spelunky 2 off the back of hundreds of hours of HD has been great fun and I love a lot of the new mechanics and features, the new shops, optional quests, the back layer, fluid physics etc but I feel like your average person won't find enjoyment from Spelunky 2 for reasons I will detail below.
Dwelling, the first stage. I'll split these issues into 3 categories
1/3Heading into Spelunky 2 off the back of hundreds of hours of HD has been great fun and I love a lot of the new mechanics and features, the new shops, optional quests, the back layer, fluid physics etc but I feel like your average person won't find enjoyment from Spelunky 2 for reasons I will detail below.
Dwelling, the first stage. I'll split these issues into 3 categories
1/3 Formulaic progression from 1:1 to 1:4
This area is absolutely far too busy and more often than not is extremely unfun and unrewarding. 1:1-1:4 is practically the same everytime save you may find an alter or dark level, and the Key/Yang optional quest may alternate between 1:2 and 1:3. For a game like spelunky this repeating formulae doesn't work and results in very boring, time consuming gameplay which honestly just feels like a chore. I realise the turkeys are optional but the health they give for blowing them up is pretty important considering the difficulty of Dwelling. The further levels do not have this issue really at all. The Quillback fight is incredibly repetitive once you've done it a few times and doesn't need to be a guaranteed event.
2/3 Resource rarity and too resource consuming:
The terrain generation on dwelling is extremely punishing in that you practically have to use all your resources to get around, there's many areas where it's completely impossible to scale back up the level without sacrificing ropes. it's not uncommon to have to use 2 ropes and a bomb or two to get Udjat eye. This wouldn't be so much of an issue if crates weren't so rare. It feels like there's maybe a quarter of the crates you got in this level's equivalent in Spelunky HD and even then crates weren't incredibly common. This wouldn't be a problem (and isn't) if this type of resource consuming level generation was saved for later in the game when you have established a run with resources to spare.
3/3 The sheer amount of mobs, arrow traps + moles and lizards
Dwelling practically plays out like a Spelunky HD Frozlunky Sashavole generation mod, you'll know what I mean if you've played it. The amount of mobs you can see at any one point in the area is far too high, especially considering the moles which have 3 health and can move through blocks + the lizards which also have 3 health and whilst aren't terribly hard to avoid are still very time consuming and frustrating to deal with. I don't know why Derek/The development team decided to add 2 new mobs which both have 3 health as it breaks down the pacing of this first stage quite a bit. On top of this, moles seem to have iframes when moving in and out of blocks (I've not tried with explosives as bombs are precious on the first area). On top of this there's also an insane amount of arrow traps, it's not uncommon to see 2 arrow traps pointing directly in the area of your spawn from the getgo, and there's plenty of traps which cannot be dealt with via arrow whipping due to their placement which further breaks the pacing as you have to go find an item to set them off.
Also, the music for Dwelling is incredibly grating and disappointing when compared to Spelunly HD's first area's 3 great songs
The culmination of all these things makes the first area game a complete slog and will definitely put off would-be new players.
Post-Dwelling
Once you're past the first area the game is actually incredibly fun, Jungle and Volcana are both equally interesting areas. They both have lots of variation and extra flair added to them. Volcana having dead are restless, dark and the factory variations which are rare and exciting to come across + Vlad's castle and the Jungle having dead are restless, dark + the black market and any other variations I've not yet seen. and fun challenging mobs without being overbearing (moles, lizards)
The Olmec fight is okay, it's kind of silly that on the second stage you practically just AFK whilst he destroys the level so you can decide if you want to go to temple or tide pool, but it's okay and i appreciate olmec is kind of a nice homage to the first game if anything even if the fight isn't great.
From my experience Tide Pool, Ice Caves and Babylon are all good zones although I think Babylon's mobs are a little bit boring mechanically even if their artwork is awesome, I've not played enough of temple to comment. Although except for maybe temple all of the zones are far more laid back than the that is dwelling and it causes the games' overall progression to feel disjointed and weird as the game is seemingly getting easier from the first area.
The problem with all these great zones and pieces of content is that when you die (and you will die a lot) you are sent back to the insanely grating and unfun first zone which really kills motivation to play in general for me. I generally am more upset over having to play on dwelling again than I am about losing all my gear and progress. However I do appreciate the game has only been out for a few days and there is a ce… Expand