

06: Making Spelunky 2 with Derek Yu
Nov 15, 2018
02:00:53
Brothers' Volcano Reaction
- At Day of the Devs, two brothers played Spelunky 2 all day.
- Their amazed reaction to reaching the volcano area delighted Derek Yu.
Andy's First Co-op Experience
- Andy Nielson played Spelunky 2 co-op for the first time at Day of the Devs.
- He found the experience both familiar and new, enjoying the updated mechanics and setting.
Demo as Snapshot
- The Spelunky 2 demo represents the game's state in August.
- Significant features and level design tweaks are still in development for the final release.
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Introduction
00:00 • 2min
Splunky Devs: A Community Forum
02:15 • 2min
Spelunky: The First Day at PAX
04:21 • 2min
The Best Game of the Day
06:49 • 2min
The Headjet: A New Experience
08:25 • 2min
The Language of Levels
10:09 • 2min
The Demo Isn't Representative of the Game
11:54 • 2min
The Three Runs of Spellunky One
13:46 • 3min
How Andy Holes and Blitz Worked on Spelunky
16:56 • 1min
The Power of Core Concepts in Spelunky
18:22 • 2min
The Hoverpack: A Mario Platforming Game
20:21 • 2min
The Hover Pack: A Review
22:46 • 2min
The Dynamic Role in Spelunky One
24:29 • 2min
The Evolution of Spellunky HD
26:27 • 2min
The Differences Between Splunky and Spinky
28:26 • 3min
How I Made Spelunky
31:42 • 3min
The Importance of Having a Clear Vision for a Sequel
34:15 • 3min
The Origins of Spelunky One
37:23 • 2min
How to Make a Game That Stands by Its Design
39:06 • 3min
The Unique Experience of Making Games
41:39 • 1min
The Chaos of Game Design Versus Order
43:07 • 2min
The Importance of Chaos in Game Design
45:02 • 2min
The DNA of Net Hack and Roguelikes
47:28 • 2min
The Chaos of Interlocking Systems
49:08 • 2min
The Importance of Controlling Your Experience
51:30 • 2min
How to Balance Gameplay and Metagames in a Sequel
53:16 • 2min
How I Internalize Feedback
54:54 • 2min
The Importance of Chaos in Design Thinking
56:32 • 3min
Spelunky: A Coherent and Convincing Ensemble of Mechanisms and Playability
59:12 • 2min
The Magic of Spelunky
01:01:11 • 2min
The Importance of Order in Game Design
01:02:44 • 2min
The Flexibility of Design Thinking
01:04:40 • 2min
Working on a Roguelike Style Game With a QA Team
01:06:42 • 2min
The Unforgettable Boss
01:08:27 • 2min
The Importance of Bosses in Video Games
01:10:42 • 2min
Olmec: A Different Spin on Spelunky
01:12:27 • 2min
The Destructible Terrain in Sponge
01:14:16 • 2min
How to Design a Mount for a Game
01:16:20 • 2min
Steam Games Derek Plays for Fun
01:18:01 • 3min
The Best Puzzle and Dragons Game Ever
01:20:56 • 2min
What Features Have You Added at Your Daughter's Request?
01:22:42 • 2min
Silent Hill: A Video Game Adaptation
01:24:19 • 2min
What Is Your Favorite Australian Snack Food?
01:25:56 • 2min
How to Make a Milkshake
01:27:39 • 2min
The Art Style of Splunky To
01:29:33 • 4min
Spelunky Two: A Review
01:33:04 • 2min
The Origins of Spelunky One
01:34:44 • 2min
The Crossbow and Spellunky Two Is Actually Originally From Spelunky Classics
01:36:33 • 2min
How to Quit on a Game Project
01:38:05 • 2min
The Limits of Indie Games
01:40:12 • 2min
The Importance of Discipline in Game Development
01:42:02 • 2min
DT's World Record Score Run
01:43:43 • 2min
The Sponky Community Has Done With the Game
01:45:51 • 3min
How to Avoid a Ticky Trap
01:48:36 • 2min
How to Beat Yama in Spelunky One
01:50:39 • 3min
How to Prepare for Your Third Run
01:53:18 • 2min
How to Get Three Hell Runs in a Row
01:54:54 • 2min
How to Score in Spelunky
01:56:32 • 2min
The Daily Challenge
01:58:05 • 3min
Spelunky creator Derek Yu joins us for a wide-ranging discussion on his design philosophies for approaching a sequel, embracing chaos in design, and so much more. This is a special one, so brew some tea, grab a pug, and get comfortable!