ABSTRACT

Spelunky's main gameplay loop was built around platforming. How well the player could navigate the ever-changing levels would determine whether he or she lived or died. The story had the player searching a mysterious temple for a great treasure, with traps, enemies, and even gravity getting in the way. Advanced play of Spelunky revolved around players making use of the additional items to supplement their ability. Despite how maneuverable a player was at the beginning, she or he could gain the ability to jet-pack around, wield a shotgun, and more. Spelunky was one of the more skill-intensive rogue-likes released. In order to keep the player motivated to continue playing when death was around every corner, there has to be a way to make sure that the game feel fresh. There is a big difference between good and bad procedural generation. Many lesser games create levels that feel right at home in an M. C. Escher painting.