安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Yeah but then you're just speedrunning. How about trying to get the highest possible score by ghosting every single gem? Or doing a eggplant run? Or a 0-money run? Spelunky is about challenging yourself. I don't think you've seen any expert Spelunky video's yet like BananasaurusRex who did the first ever Eggplant run a couple of months ago or BaerTaffy who just does insane stuff on a regular basis.
BTW. The game is way too challenging for me, I don't have the patience to become good enough to do a 3-4 min speedrun let alone any of the tougher challenges. :(
Games nowadays are much less challenging, both for the ability to draw in a larger audience and no longer needing to extend a game artificially like before. But since a good number of older gamers were raised on Nintendo Hard games, seeing something like this reminds us a bit of what it was like back then when we were so much younger.
Rogue-likes fit this bill perfectly with random generation (dozens of hours of fresh content) and unique gameplay (dozens if not hundreds of items and randomized gameplay elements interacting with each other to provide a new, unique experience everytime you play).
I hate the difficulty aspect of it though. And unfortunately, every rogue like is insanely hard because apparently, indie developers don't understand what a casual gamer is.
I think some people play video games as a way to escape into alternate worlds. They enjoy the stories and worlds more than they enjoy the gameplay aspects. These are the people that want easy games. They don't want to have to repeat sections of the game over and over again, because they are playing for the story.
Other people enjoy the challenge and problem-solving aspects of the game. You have to analyze, learn from your mistakes, and work hard to succeed. As long as a game is well-designed, the challenge is fun. Dying over and over because something randomized or unavoidable is not fun.
It takes more than good control to get those kind of times.
Probably only a handful of people in the world are good enough to beat the game in 3 minutes.
They don't "hold your hand" from beginning to end like some of the most recent games. Dying in these games it's a way to learn the ropes and that's part of the charm.
There's a market/player-target for every genre I suppose.