Sunday, 2 September 2012

WEEK 7 | Spelunky Review


Interactivity – Run, jump, sprint, climb, bomb and whip through a maze of underground tunnels.  

Concept/Arena/Story – The player assumes the role of a miner, and must navigate their way through underground tunnels and traps, solving puzzles in order to finish each level. 
 

Goal – to make it to the door at the end of each level. Collect as much gold and gems as possible in order to buy the objects that you may need to solve the puzzles

Challenge – Players must collect ropes, bombs and other objects in order to solve puzzles that allow the player to progress further through the level.  The player has a limited amount of lives, once these are exhausted, then the player must begin the level again.  This can be extremely frustrating if you die right near the end, but the consolation is that the levels are procedurally generated, so the level will not be the same once you respawn.  This is an interesting featuring, which somewhat pacifies the players (my hand it up!) who hate having to restart at the beginning and repeat what they have already done.

Story - There isn't much of a story to the game, and I feel this could have added to its appeal and lifted it from being just a mediocre game. 

Overall:  It was ok, but nothing worth writing home about.  I didn't really feel I was working towards anything worthwhile, and this I feel could have been remedied through the integration of a more detailed storyline.  The mechanics themselves are quite addictive, and the level of challenge is well done.  It was extremely frustrating when I had to repeatedly restart the level however, which I think ultimately lead me to walk away from this one.




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