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it has a lot of actually ♥♥♥♥♥♥♥♥ deaths either due to new enemies or new mechanics, and overall things just out of your control that can kill you
where in spelunky 1, it was 99% of the time your own fault for various reasons, the 1% is probably bs like offscreen arrow trap that bounces you into lava, spikes, or an infinite
That being said there's a pretty split community where a lot of people are saying it's too hard and a bunch of people saying it's not that hard.
Here is my explanation: Derek added a pinch of salt to the recipe. Some people have palates that can detect that change and it makes them hate the dish. Others look at them like they're crazy and think it tastes the same.
I literally can't put into words why adding moles and a few a traps absolutely killed my desire to play this game. I used to play Spelunky 1 and die a hundred times and not give a damn but now I'm playing this and I die twice and I'm shutting it off and doing something else. And it's not because I'm mad it's because I'm just... Tired? Bored? Is that the word? Because I'm not progressing enough to feel like I'm doing anything so I'm just playing up to temple or undersea and dying from either my mistake or because I didn't have enough stuff and going back to the part of the game that makes me bored and tired to do.
Look, if you like it, fine I can't say you're wrong. I'm not even going to dispute if you tell people who share my opinion to git gud. You're not wrong and normally I would play until I got good. I don't routinely quit playing games because they're too hard I play until I figure it out and beat it. But this game just... Kills my desire to play it.
The moles in particular are intrinsically tedious enemies to deal with. They should not have 3 health, hell, I wonder if they should just have 1 health sometimes. The fact that they can burrow means they can quite literally follow the player in the way no other enemy apart from the ghost can, which makes them hard to ignore since they tend to come down through the level along with the player if they aren't killed. That sometimes means I get 2 or 3 moles running around in a small area, and the fact that they are so fast makes it all the more aggravating. Add to that the cavemen, horned lizards and various 1 health critters and it can get way too hectic than I think it should be for such an early part of the game.
Its especially strange since I've noticed that in a lot of the later biomes the enemies have less health, like the bugs and imps in Volcania and the Jiangshi in the Tide Pool. There's also the fact that you are far more likely to have the spike shoes by the time you get to lower levels. It creates a kind of perverse flipped difficulty curve where the enemies are much tankier in the first floor than the later ones, which is quite odd.
I know this is a big thing to ask, but I kind of wish that they had made two different starting levels, they do so for floors 2 and 3, until things converge in Neobabylon. If they had two starting floors to choose from it might have made it less repetitive to go through the Dwelling for the millionth time and they could have put the Horned Lizards and Moles into separate biomes instead of having them together in one, where the combination of both can be very frustrating.
Everything after the dwelling, at least from from what i've played so far, feels far more interesting and varied. Given that the game length and the ways to die have increased significantly, it would be nice if the dwelling was more straight forward and predictable like the caves in spelunky 1 were.
special shout out to divergent paths where a 3-tile drop can lead to an off-screen dead end.
The random enemies appearing from nowhere, the extremely annoyingly designed enemies with horrible patterns like the monkeys, the countless leaps of faith you have to do, the incredibly stupid mechanics like when you're locked and keep bouncing on every wall like a damn pinball and you just die... In fact, this part is so incredibly stupidly designed that in Spelunky 2, being hit ONE time means being hit THREE times anyway, cos you bounce all over the place.
In the end, this game is not based on skills at all, unlike what people claim.
It's pure LUCK and even this is done extremely badly.
Spelunky 1 was considered hard, but it's one of the easiest games ever compared to this.
(And it's actually pretty good)
For the sequel, the developer decided to please the so-called "hardcore gamers" and made it the most frustrating experience I have ever seen in the history of video games.
Seriously, worst game ever, and this is not trolling or whatever.
I have never seen a platformer as bad as Spelunky 2. 🤢🤮🤮🤮🤮🤮
You get the award.
Rejoice!
Spelunky 2 is absolutely skill over luck, although I can sort of understand because it is a procedural game you can end up with seeds harder than others but the skill comes from knowing how to deal with the randomness and adapt quickly to certain situations.
But basically if you die, there is always something you could have done to prevent it from happening, no matter how small that thing was. Its a game about learning from mistakes and slowly building up your skills so you know how to deal with certain situations. I can understand your frustration as I had the same problem with Spelunky HD, felt like it was just over the top and cruel, but eventually when I started seeing the layers of strategy the game offers and how many different ways it can be beaten it became really cool.
It takes a long time to get good at Spelunky 2 for most people, and a lot of people don't have the patience for it. And thats fine, I don't blame them, it can be a huge commitment and take a huge amount of time to master. Calling it a 1/10 is a bit extreme, but like I say it really isn't a game designed for everyone.
1. The guaranteed availability of at least one path from entrance to exit that doesn't require bombs/ropes
2.Shopkeepers not going aggro for most map or mob caused damage
there are however some downgrades that seem just unfair to me:
1. Shotgun pellets and critters not triggering arrow traps.
2. Holding critters not shielding you from arrow trap damage.
3. The damage subtraction applied when hit by an arrow while holding a live mob