Sue me, but I actually like the way Spelunky 2 looks

sue me, but I actually like the way Spelunky 2 looks.

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If spelunky hd hadn't set such a high bar for success there definitely wouldn't be as many people complaining about how 2 looks.
It doesn't help they used a different style entirely from hd; there's a almost complete lack of randomness between tiles and the high contrast that made the tilesets so recognizable is gone.

It certainly was jarring as fuck at first, but I've grown to like the way 2 looks at this point.
I'm ridiculously excited for it.

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My legal team will take further steps in processing this case, so expect a call.

I hope we go to the moon

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Honestly just to have that first experience again and get to relearn all the room generations, traps and little tricks you can do is enough of a reason for me to get it. Sad though they changed the style, whenever I look at it all I can see is the thousands of other indies using the same minimal-but-not-really look that failed terribly.

Who you playing as?

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It looks flat

This looks like it was drawn by an 80s Saturday Morning cartoon artist with a gun to his head. Superficially trying to look like classic cartoons, it confuses 30s rubber-hose style with 40s pear and sphere style and gets every aspect of both styles wrong.

No clear distinct shapes in the design or poses. Everything is cluttered. The clothes don't follow the forms underneath - they bulge out in awkward wrong directions. It's not visually funny or well designed or remotely human. It's completely contrived, awkward and insincere. It screams "lie".

I think it looks ugly and combined with the long development cycle I am concerned it is going to suck

Derek Yu is a pretty smart designer, so I have hopes.
I don't think it is going to be as perfect as 1 was, but I do think it's going to be a great game packed with tons more variety than the first game.

I'm excited about the branching paths and what they mean for playthroughs. From the looks of things, he hasn't overdone it on the items, there are new ones but he isn't adding 50 of them.

Am I wrong to consider Spelunky kind of shit?
I think the first two scenarios are good, but from the ice world the quality drops dramatically.
And as much as the procedural generation works well, the game would be much better if there was at least an entire world made by hand.

Hate that tumblr looking nose.
It's ugly as fuck.

Yeah you kind of are.

I wouldn't call it shit but I could never get into it. I tried a bunch of times but I never saw the appeal.

Cool mobile game

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What do game fans think of the dark levels? And the ice world? And the traps of the Egyptian world? I'm curious because for me these things all fall easily into the field of bad design, but I don't know, sometimes I didn't understand the spirit of the game...

If the PC version I delayed more than a week or two after the PS4 version I am going to fucking shit my pants out of frustration.

the whole game is on the moon dingus

The dark levels are kinda shit but that’s just the roguelike style, you gotta get fucked sometimes to balance out good luck. And the temple doesn’t really have that many traps, past the arrow launchers and the thwomps.

Same. I am literally counting days waiting for the release now.

Looks very 2010 mobile game.

Dark levels are pretty shit but I'm pretty sure they don't show up if you beat levels in under 45 seconds or something.
I actually like the ice caves, both because it's a relatively easy break between jungle to the temple but also because depending on your items it can be either incredibly easy to sort of difficult. In my experience at least there's never any real blind jumps you have to make even if you have no ropes or cape/jetpack either, but that might just be me having played it so much I can understand how the level is meant to generate and knowing platforms should exist in places you can't see.
Traps in the temple aren't too big of a deal aside from thwomps, and I'm only saying that because I'm enough of a retard to have crushed the scepter to get to the city of gold more than once by accident.

>dark levels
They're definitely a source of frustration, but I feel that mainly comes from the fact that getting one is random. It might not be so bad if the dark levels were mandatory things you knew were coming, rather than a slim chance of being something that might screw up your run. Overall, they aren't the worst since even without the torches there's usually enough light from the objects in the level to get by safely. They kill speedruns though.

>ice world
What exactly do you hate about the Ice Caves? I think they're a little bit of a breather after the claustrophobic jungle. You'll usually have a lot of movement options by that point in the game anyways, so the open space is welcome. I'd say the worst thing I can think about them is that it's so easy to ghost gems there that you usually have no reason not to go for it, which ends up adding way more time to the run just waiting for the ghost.

>traps of the Egyptian world
I have to say "git gud" to this one. It's the last (non-special clear) area in the game, it's supposed to be hard. If you take your time and pay attention to where the traps are you can get through just fine. The biggest curve-ball are the hallways, but you can throw a rock down one to test, and a trap coming from off-screen is more than enough time to react.

There's one thing that I feel makes it guilty of bad design, and that's the ghost. No, not for the time limit, that's a great function for the ghost. It's that the ghost turns gems into diamonds, the #1 source of money in a high scoring run. That means in order to get a high score in Spelunky you have to spend a lot of time waiting for the ghost to spawn, which is boring. You can destroy some Kahli altars to force a ghost spawn, but that's more useful for getting the ghost in Hell rather than saving time. I hope Spelunky 2 introduces a new score tactic which doesn't involve waiting.

Looks better compared to the initial artstyle the devs were planning for it

>That means in order to get a high score in Spelunky you have to spend a lot of time waiting for the ghost to spawn
Honestly all they had to do to fix that was add a button to instantly summon the ghost on command. No control over it, still spawns on the side you're closest to like the regular timed ghost.

I feel like that adds just a little bit too much meta to it though. I don't like the idea of selecting a menu option outside of the game-world rather than having to do something organically like how everything else works in Spelunky. Maybe a better idea would be a ghost summoning item. Like a cursed skull or something, you'd break it and it forces a ghost spawn. It could be a semi-common trap item that would spawn in levels to deter careless destruction for newer players, and speed up the diamond grind for experienced players.

There's a release date? I thought it was still delayed for like another two eternities.

niggerface lol

September 15th for PS4, and PC is coming “shortly after” because they want to have online multiplayer working. I’d estimate probably 3-7 days.

Ok, so January 10th for PC. Got it.