Spelunky 2

Spelunky 2

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TIM! Sep 14, 2020 @ 8:34am
WHY that freaking ghost again?!
Spelunky shoulve been my favorite game. It had everything i liked... except that ghost 3-minute limit. It killed all joy i had with platformers, castlevanias and rogue-lites wich is exploring.
Spelunky 1 was the best retro gaming i wished for in 3 minute short bursts, because soon after it ruined it.
Sure i tried to play as intentended then- i started rushing everything...
...but then rushing sucked all the joy i had when i wasnt rushing

WHY REPEAT THAT

Seriously

i tought after the explosive sucess of dead cells spelunky 2 would try something different.
Dead Cells have a huge portion of its design geared toward speed running... the difference being it doesnt force anyone to. If you rush you get better everything. It rewards playing fast and urgently, while spelunky punishes who doesnt.

The most fun of roguelites, dungeon crawlers and any indiana jones inspired games is exploration. Why stick with that? I love La-mulana to death, its the dark souls of dark souls (seriously, that game is hard), but its hard at my own pace while i can explore every nook and crany.

Will there be at least some mode without the ghost? Spelunky 1 to this day is my one sad purchase because it couldve been so good for me but for that one thing.

Please add a non ghost mode. Subnautica have creative and non-survival modes (meaning alternative modes to the one intended) and no one ever complained there was a mode for other playstyles. Please
Last edited by TIM!; Sep 16, 2020 @ 12:55pm
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Showing 1-15 of 105 comments
Renka Sep 14, 2020 @ 8:41am 
Originally posted by Noice:
Spelunky shoulve been my favorite game. It had everything i liked... except that ghost 3-minute limit. It killed all joy i had with platformers, castlevanias and rogue-lites wich is exploring.
Spelunky 1 was the best retro gaming i wished for in 3 minute short bursts, because soon after it ruined it.
Sure i tried to play as intentended then- i started rushing everything...
...but then rushing sucked all the joy i had when i wasnt rushing

WHY REPEAT THAT

Seriously

i tought after the explosive sucess of dead cells spelunky 2 would try something different.
Dead Cells have a huge portion of its design geared toward speed running... the difference being it doesnt force anyone to. If you rush you get better everything. It rewards playing fast and urgently, while spelunky punishes who doesnt.

The most fun of roguelites, dungeon crawlers and any indiana jones inspired games is exploration. Why stick with that? I love La-mulana to death, its the dark souls of dark souls (seriously, that game is hard), but its hard at my own pace while i can explore every nook and crany.

Will there be at least some mode without that ridiculous ghost? Spelunky 1 to this day is my one sad purchase because it couldve been so good for me but for that one thing.

Please add a non bs ghost mode. Subnautica have creative and non-survival modes (meaning alternative modes to the one intended) and no one ever complained there was a mode for other playstyles. Please
First of all, you can kill the ghost now.
Second, the ghost mechanic serves as a soft timer, since Spelunky has always been a more arcade-y game. The chaos of "The shopkeeper is waiting at the exit, but I cannot wait anymore, or the ghost will come!" is what makes the game give you this adrenaline rush. I don't see why would you want to disable it.
>-FISH-D Sep 14, 2020 @ 8:53am 
Originally posted by dailyrana:
Originally posted by Noice:
Spelunky shoulve been my favorite game. It had everything i liked... except that ghost 3-minute limit. It killed all joy i had with platformers, castlevanias and rogue-lites wich is exploring.
Spelunky 1 was the best retro gaming i wished for in 3 minute short bursts, because soon after it ruined it.
Sure i tried to play as intentended then- i started rushing everything...
...but then rushing sucked all the joy i had when i wasnt rushing

WHY REPEAT THAT

Seriously

i tought after the explosive sucess of dead cells spelunky 2 would try something different.
Dead Cells have a huge portion of its design geared toward speed running... the difference being it doesnt force anyone to. If you rush you get better everything. It rewards playing fast and urgently, while spelunky punishes who doesnt.

The most fun of roguelites, dungeon crawlers and any indiana jones inspired games is exploration. Why stick with that? I love La-mulana to death, its the dark souls of dark souls (seriously, that game is hard), but its hard at my own pace while i can explore every nook and crany.

Will there be at least some mode without that ridiculous ghost? Spelunky 1 to this day is my one sad purchase because it couldve been so good for me but for that one thing.

Please add a non bs ghost mode. Subnautica have creative and non-survival modes (meaning alternative modes to the one intended) and no one ever complained there was a mode for other playstyles. Please
First of all, you can kill the ghost now.
Second, the ghost mechanic serves as a soft timer, since Spelunky has always been a more arcade-y game. The chaos of "The shopkeeper is waiting at the exit, but I cannot wait anymore, or the ghost will come!" is what makes the game give you this adrenaline rush. I don't see why would you want to disable it.

The ghost mechanic has been argued time and time again over the years. I personally love it as it makes me feel there is looming danger in the air. It's just a wonderful mechanic imo and brings tension and adrenaline to the table. I can also see though why some players could dislike it. Perhaps this type game was never intended for them though as it's meant to be played as the developer originally envisioned.
Last edited by >-FISH-D; Sep 14, 2020 @ 8:55am
QcChopper Sep 14, 2020 @ 9:15am 
When I was new at Spelunky I would have agreed 100% but now that I am a veteran I found out that:

1- You have plenty of time, it may not seem like it at first but you really do once you get a bit better.

2- The Ghost might be terrifying but it's really not that hard to dance around it with a bit of forethought when you know what you are doing so investing a little time in learning how to deal with it helps a lot, kinda like one needs to do for shopkeepers. You rarely hear people have a gripe against that even though the Shopkeepers are very fast and erratic while the ghost is slow and predictable.

3- The sense of urgency makes it so that you have to prioritize what you can get, it's all about balancing risk and reward.

4- The mechanics around Ghosting gems is another layer of risk/reward that makes the ghost potentially pretty useful.
Kakihara Sep 14, 2020 @ 10:08am 
OP is scared of the ghost lmao!
TIM! Sep 14, 2020 @ 10:28am 
I can apreciate the design process behind that and i did- but no matter how much i apreciated the craft of the loop with the ghost and how the ghost turn gems and all that the fun i was having was being jeopardized by it. Heck i brought spelunky as an example to a game design class i was partaking years ago, i can understand why the ghost is there- but is as if the designer and the ghost didnt fully grasp what the game could be for many people.

There was a ''game breaking'' exploit in a old game called gunz where players could kinda frame skip walljump everywhere by quick equiping/slashing/unequiping the sword that was almost cut until they realized how much more fun playtestes were having using it so it became a main featurre; Subnautica ended up implementing a spaceship, walking and jumping on dry land and more tools to deal with predators thanks to feedback from playtestes. I feel like spelunky didnt gave the same kind of attention to any feedback saying otherwise.

Its as if minecraft creator intended to do an hardcore survival in a world of voxel crafting, and in 3 days/nights lava would rise and engulf everything so players needed to have crafted a hard to get boat to survive to the next level. That btw could be a fun hardcore mode for minecraft, but it would completely sabotage whats most fun in minecraft. Were that case of a designer sticking so firmly to his original vision despite what the game can offer and feedback we would never have saw players recreating the earth, disney castle, etc, etc in minecraft. Heck minecraft wouldnt have been the phenomenon it still is.

Still using minecraft as an example we do have some kind of pressure and loop there too like the creepers. In many ways its a similar design pattern as both are avoidable and a danger that comes later; But the creepers, even being more sneaky and sometimes numerous have many more ways of being dealt with, the time until they come takes longer and if they blow on your building they break one part of it- a part you can fix when day comes. The ''walhacking'' ghost however comes too quickly on every level and make you restart everything.

Even if the creator wanted to stick to his guns, and perhaps no ghost would be too extreme, there were many more ways to tune it; Different difficulties or modes could have different timers; Perhaps the ghost only came after some levels, or instead of a timer per level we had a ''ghost aproaching'' tracker, so much so that if the ghost gets to you you would need to rush the ghost the next level from the start until you got some advantage again....

anway my point is the game wouldnt be hurt from having more modes and even the ghost could be tweaked and experimented with keeping its idea.

..................

I love platformers, metroidvanias, dungeon crawlers, retro games, hard games... heck theyre my main thing. But i also like to take my time. Im the kind of player that stops to smell the flowers, take screenshots and try to find all secrets and unintentional places i can get to. Im the kind of player that checks every room and alternate path before hiting a level exit, and i know im not alone.

I just believe, im convinced actually, that theres two sides of the game that go against one another- and that doesnt mean a bad thing, many games became famous because of that- but spelunky overly favors one over the other. It brings me levels full of cool stuff and paths and asks me to ignore a bigger part of it (until i get really gud), and even the best players need to rush everything if they want to explore it all.

It reminds me of some snippets from a making off of Dont Starve; At one point their alpha had quests and objectives, and while that helped guide players, motivate and even add urgency they noticed playtesters were ignoring the joy of exploring the map, experimenting etc, so they cut all of that even their very well made tutorial so players would actually go everywhere and see it all. Spelunky is like the extreme oposite... and i wouldnt mind if it were a less interesting game, with boring samey levels but it isnt.

''Heres a cake, its delicious and have a dozen flavours! But you have to eat just some slices fast, i will take it off in 3 minutes!''.
Its as if marios, donkey kongs or metroidvanias were 100% ''that rising lava level'' of the 90s. It wouldve been challenging sure, would it have made then better? Not even some competitive multiplayer games i play make me feel as ansious and rushed as spelunky

Originally posted by JimmyJonesII:
OP is scared of the ghost lmao!
Oh i am.
Mostly angry at him. But scared sure.
Unlike real ghosts that are just imaginary that ghost can really kill- my fun. It sucks all the life of it
Last edited by TIM!; Sep 14, 2020 @ 10:30am
WhiteZero Sep 14, 2020 @ 11:17am 
Instead of fighting the idea of the Ghost, you only need embrace it. Spelunky isn't designed to be a slow, methodical crawl through each level, where you can extract every resource from every stage. Having a time limit sets the pace and introduces a risk-vs-reward mentality: do you go straight for the exit or do you risk spending extra time to go all the way to other corner of the map?

Removing the Ghost from Spelunky would be liking removing enemy respawn after death in Dark Souls.
Renka Sep 14, 2020 @ 12:09pm 
If you don't like it..
idk
maybe it's not the game for you?? :reimu2:
Renka Sep 14, 2020 @ 12:09pm 
idk.. just a shower thought that I just had..
Smakit Sep 14, 2020 @ 8:55pm 
I liked the ghost except for the gem changing stuff. Once you knew how to deal with him it just became a slog of waiting and dragging him around the map every time.

Obviously some people loved it, but I hate that it made you sink so much time meandering about every level to get a good score. There was some planning and skill to use it, but it was too boring of a mechanic to me.

The Bubble Bobble ghost was definitely scarier =P

That said, if they added an easy mode without it, I wouldn't mind. May not take a lot to implement and I'd just ignore it, so no harm done.
* Sep 15, 2020 @ 3:32am 
Surviving in Spelunky in general is all about adapting to crazy situations and improvising strategies in a timely manner. Removing the Ghost would go against the very spirit of this game's core philosophy
Space Cadet Sep 15, 2020 @ 5:31am 
If they added something like a practice mode where you could turn off some restrictions while disabling leaderboards and achievements I don’t think anyone would mind.
Del_Duio Sep 15, 2020 @ 5:56am 
The ghost is important as it acts like the "food clock" in a traditional roguelike game. It keeps players from lingering too long on any given stage. Shiren the Wander has a version of this where winds will show up if you remain on a stage for too long (but it takes a LONG time for this to happen).

Plus, how fun is it to bait the ghost while it chases you around turning gems into diamonds? Why would you want to remove that bit? :steamhappy:
Kakihara Sep 15, 2020 @ 6:56am 
OP is gonna freak when he sees the new ghost lmao!
Renka Sep 15, 2020 @ 6:57am 
Originally posted by JimmyJonesII:
OP is gonna freak when he sees the new ghost lmao!
next post: "they should remove the possibility of having two ghosts on a single level :/
come on it already spawned! Why can't I grab the ghost jar without spawning another one???"
Gio Sep 15, 2020 @ 7:44am 
whattt you have a timer in this game? not buying it now
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Date Posted: Sep 14, 2020 @ 8:34am
Posts: 105