I trigger it with a rope, arrow does not kill shop owner, who then blames ME for the situation. Spiders who are above the top of the screen dropping on you without warning.Īrrow trap at floor level, facing inward towards shop. But as said, ghosts are far less of an issue than I originally thought. I was never trying to 100% each level, or whatever other crazy conclusions some of you jumped to. This is what started my initial ghost rant. Have a hard time finding the end of a level, taking too much time, ghost appears and I finally find the way out, but have to skip the damsel who was otherwise very close to the exit. After spending more time with the trial version, I think I'm going to pass just because of how downright brutal and cruel this game can be. As an update, the ghost isn't much of an issue anymore. It's a darn shame, as the game itself seems like a lot of fun.Īnyone else decide to skip this because of the ghost? Combine the two, and I'm just going to have to pass. I loathe games that punish you for wanting to take your time when exploring, and even more than that I despise invincible enemies that you just have to run from. As soon as I saw the ghost, though, this game turned into an instant non-purchase. It's ridiculously difficult to do and I will likely never accomplish it, but the seeded runs at least make me feel like I've got a chance.Played and completed the trial, and I thought the game was really good. This is a game packed with secrets, in which the game's real ending can only be reached by completing a particular set of optional challenges in a particular order. What's left is to use these seeded runs to solve Spelunky 2's deeper mysteries. I'm not good enough to be a real speedrunner, not by miles, but it feels good to play such a hard game with supernatural foresight of every obstacle and enemy. I know where every enemy is, I know where they'll be at 43 seconds into a run, I know what order to gather pets and ghost jars, I know where to go to rescue Van Helsing. Optimal Spelunky 2 play often feels like it's about avoiding risks, whereas optimal seeded play is about speed. Then, once I've explored a good seed thoroughly, something else unusual happens: I start to optimise, not to be conservative about what I don't know, but to be efficient with what I do. Exploring has far more value than it normally would. I'll always do it in a new seeded run however, because learning what the treasure is, is information that will shape every subsequent attempt at the same seed. Here's an example: I'd never bother rescuing the turkeys which roam on some world 1 levels normally, because the treasure you can get for doing so is rarely worth it. That's not the case when I know that I can play a level over again even if I die. This is a game in which smashing a jar might give you a gem, or it might drop a poison scorpion at your feet that can trigger the end of your run. I make these seemingly optimal choices each time because it's too risky to do anything else. I make the same choices about what routes to take, what items to buy, when to start ignoring jars, on every single run. What I didn't expect was how different playing the game this way would feel.Īs I've played Spelunky 2 more, I've found myself finding a stable groove in how to play. This is what I expected from seeded runs. It's not enough to make the game easy - Spelunky 2 is never easy - but it fixes the odds a little more in your favour. The rest of the seed is great, too: easy pets and ghost jars, plentiful money, a free hoverpack on 1-4, shops containing spike shoes and climbing gloves, decent access to Vlad's hideout, and on and on. Finding a shotgun for free in Spelunky is like winning the lottery finding a shotgun for free on a seeded run is like realising you'll win the lottery every time you buy a ticket. Enter this seed and its merits will be obvious within the first ten seconds of the first level when you open a crate and find a shotgun inside it. To see this content please enable targeting cookies.ĭEF48750, then. Seeded runs change that and change the entire feeling of playing the game as a result. Spelunky 2 and its predecessors are permadeath games under normal circumstances, you die and never see the exact set of levels ever again. More importantly, it lets you play that set of procedurally generated levels over and over again. A seeded run lets you type in an eight character code from a limited selection of letters and numbers, and play the set of procedurally generated levels that follow. If you can unlock 12 characters in platformer roguelike Spelunky 2 (on top of the four you start with), then you will also unlock seeded runs. A magical code which has completely changed the way I play Spelunky 2 after over a hundred hours.
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