Some of the real thrill of an open internet is the altruism with which persons or communities come together to create things intended to be shared and experienced, whether for five minutes, or five hours. Maybe it’s because I’ve grown up on movies and music designed to sell well to the most people possible, rather than please the creator and a smaller, more intimate audience, but when I see this kind of work put together with care and attention, and given away freely, no less, I’m a little humbled by it. Player appreciation, rather than the gee-whiz response elicited by a triple-A title, enriches the experience in a unique way.
Moving on, then. Spelunky is an Indy Jones-like treasure grab platformer, and like many small indie games these days, it borrows play elements from a number of other well-known games in an attempt to synthesize something that feels fresh and new, yet familiar and therefore intuitive. Have a couple screenies:
Spelunky is among a class of games that are exquisite miniatures, little one-off masterpieces mainly developed by one or two persons, but often helped along by community of enthusiasts. The developer, Derek Yu, is an accomplished game designer, and even though Spelunky is still in beta, it’s nearly as mature as an old SNES title. To earn the “exquisite” part of my irritating phrase up there, a game should be somewhat “self-contained,” which I suppose needs its own explanation. Read the rest of this entry »


Posted by doctorfrog
Posted by doctorfrog