![]() They're a new challenge which breathes new life into all the old challenges around them. Spelunky 2's moles are basically tiny ghosts that live in the ground. Spelunky 1 had time pressure in the form of a ghost that would come along after around three minutes in any particular level, but three minutes is a long time. They will disturb your best laid plans, by disturbing your ability to make plans. Found on World 1, these creatures burrow through the dirt between your feet, periodically popping out somewhere near you to charge back and forth before diving back underground again. "Spelunky 2's moles are basically tiny ghosts that live in the ground." What Spelunky 2 does is add new ideas into the existing structure of the game, in ways that initially seem small but which upend the whole experience of playing it. World 1 is still four levels of mines filled with bats, spiders, and cavemen, and as you progress you'll encounter almost every creature, item and biome from the first game, a lot of it unchanged. You still use jumps, ropes and bombs to navigate your way through its deadly terrain. Despite taking place on the moon, with you assuming control of the daughter of the first game's protagonist, you still descend into a world of procedurally generated biomes. Spelunky 2 is much more similar to Spelunky 1 than I imagined it would be. I won't talk about a lot of the new enemies and environments however, to keep spoilers to a minimum.) (I'm going to discuss elements from World 1 of Spelunky, and some changes to the game's structure that have been previously revealed via its marketing. I had forgotten what years of practice had stripped away from the experience of playing Spelunky. In its daily challenge mode in particular, which offers a single chance per day to play the same set of generated levels as everyone else, Spelunky is my daily cup of coffee. Procedurally generated levels, permadeath, predictable enemies in combination, they can make me feel tense, excited, elated, but they were also comforting. This is because, after twelve years of steady play, Spelunky's systems feel less like something poked and prodded on a screen than tools I use to make myself feel a particular way. If it had a fancier strap and more cogs, at best, I'd still just be hoping that it told me the correct time. Spelunky 1 felt so precision engineered, so complete, so perfect, that the announcement of Spelunky 2 seemed like the reveal of a new wrist watch. A fantastic sequel which expands on the original roguelike platformer with more of the same: new enemies to leap on, new traps to be killed by, and new mysteries to unravel.
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