Spelunky as an example of good game design

Spelunky 2 , unfortunately, did not come out in 2019, and the release date in 2020 has not yet been announced. If you have not played the first part, I suggest that you familiarize yourself with this example of good game design and figure out what it is good at.


In this article:


  • how to make a tutorial and at the same time leave the player opportunities for independent discoveries
  • how to create conditions for player skill growth
  • how to stimulate a cautious and aggressive style of play


With this material, I would like to start a series of analysis of games that would be useful to those who develop games. Without emotional evaluations, colorful epithets and even more so β€œverdicts”. The parsing structure looks something like this:


  • the challenge facing the developers,
  • how this problem was solved
  • examples and comments.

Spelunky
Genre: action-adventure with elements of roguelike
Release date on PC: August 8, 2013 (first version September 1, 2009)
Developer: Derek Yu
Publisher: Mossmouth

Spoiler Alert
There will be few spoilers, if, of course, we can talk about spoilers in a game with procedural generation of levels. Just in case, I did not list all the mechanics, objects, monsters, describe all levels, and so on, so that those who have not played can enjoy the discoveries.


:


:
. , , . , .


, , . , .


:


:


1. . :


  • : , , .
  • : ,

2. . , : , , , () , , . . ( - -, -, ).



, , .


  • : , .. ,
  • : , , ,
  • : ; , ,
  • : , ; , .

3. .


(, , ), , β€” . ( , , , , ). β€” ( , , ) β€” , , .



4. : , , . (. ), - ( , ; . ).


:


:


1. : , β€” .


2. : , 1-1.


3. .


4.
. 1 β€” damsel in distress. , , .


5. : ; , , .


:


  • , ( ); : , ,
  • , ( )
  • (, , ) , ,
  • ( ; , , .. )
  • , ( , ; : , ; , )

6. (, ). , , .. . , , , , .


, , .. β€” , . .


:


:


1. , . ( ..) , , . .

, 2-1 (3-1 ..). , , (. : ) .


2. : , β€”


:


. : , .
:


: , . : , -, . , , .


  • , , 1 hp
  • , , , 1 hp , 1 hp
  • , , 1 hp , ,
  • , , 1 hp , , ; ,
  • , , ,
  • , , 1 hp

: 1 , , 2 , , , 3 β€” .


: 1 () , ; 2 () ( ), , 3 ( ) , .


, , , β€” . , . , .


:


:


1. , . . , . , , .


2. . , , 2-1, 1-1 1-4 ( ): , , β€” , β€” 10000 ; , . 3-1 2 ..

, , , , .


3. . , , ( β€œ ”). -, , -, .


4.


  • , ( ). , , β€” , ( , , ).
  • : , , , .

:


, , : . .
.


:


: . .
, , .


:


. , .


, , , , .


(, ) , .


, (, , , , ).


When the recommended time for completing the level expires , a ghost appears . If the character does not have time to reach the exit, then the ghost that can pass through the walls, kills him with one touch.



Aggressive game style allows you to gain experience due to many trial and error.


That's all.


To create this analysis, I used the method that I described in the article β€œPlay as a game designer”


If you have questions, additions or comments, please comment.


All Articles