Eggplant: The Secret Lives of Games cover image

05: The Design of Spelunky

Eggplant: The Secret Lives of Games

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Spelunky: A Deep Procedural Systemic Game

In Spelunky, a huge component of it is just like I have three bombs or four bombs. When do I use them? Is this something I can handle without it? Or should I just abort the situation? And those are the sorts of things that really directly influenced the game Tharsas that I made with Totally Choice. There were just that was just all over that game. It's certainly driven my love of these kind of procedural games and I've you know for years sort of have a million different little procedural ideas that maybe one day I will get past the rough prototyping phase and because I'm kind of desperate to make one of these things.

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