![]() ![]() Your wits are once again the strongest tool in your arsenal. You can toggle off just about everything relating to the UI, as well as customize the avatar of your pet (dog/cat/hamster) and all of your controls. Every other ability is at the mercy of the items you have available to you during that specific run - and death means it’s back to the beginning, minus the shortcuts you unlock along the way. You can jump, whip, throw up a rope/toss a bomb (provided you have the stock), and run. The sequel’s general locomotion and mechanics are vaguely the same. Light story segments are pushed through quick lore parchments, but that’s all fleeting the bulk of the game is still about dying, exploring, dying, then dying some more. There’s still a little tutorial room, a “hub” that you can use shortcuts in, all of that jazz. ![]() You’ll begin as Ana, an intrepid adventurer who lands on the moon in search of a mysterious relic of Olmec: a key mythological figure of the first game. Spelunky 2 thankfully continues that legacy.Ī lot of the sequel will feel very familiar, and that’s perfectly okay. The kinks were still being worked out by myriad developers, but Derek Yu had a cohesive vision that married the cacophony of chaos and challenge in a way that just…sung. This was the early days of the modern roguelike. It’s been eight years since the non-freeware release of Spelunky, but those layouts are still fresh in my mind. ![]()
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