Hey, everybody! Derek here. It may sound a little out of date for our last update – for the Splunky 2 team, however, it sounds like it's no longer time, because we've been working hard and seeing the progress we've been making every day. I wanted to share some of these developments with you here now!
First of all, we've been working to make the game look fun, adding more details to each area and making sure those that were already out there are better. Thank you to the fans who gave us their feedback on that after watching the last trailer! I think we've found a good balance now, where the drawings are crisp and easy to follow, but the details are still clear enough that you can easily slide them down as you play the game. Effects such as light and fluid are visible now, too, contributing to that powerful, living world feeling that has been our goal since day one.
Content-wise, one of my goals with Spelunky 2 has been to make each move feel like a personalized adventure. Of course, the first game players have created a lot of their stories of their choice during the game, and in my opinion those are still very reasonable. We want to continue to support that kind of innovation by adding more genres to the game.
This can come in many forms – new materials that, in Spelunky style, are carefully designed and have many transparent and transparent interactions with the rest of the world. But there will also be additional characters in the store's vein, which can ei ther help or hinder the player in unexpected ways. Fans who have been follow ing Sparunky for a long time can even see familiar faces within the dynamic community of the new NPC that will join them in Sparunky 2!
One thing we haven't talked about enough yet is sound. Eirik Suhrke, who worked for Spelunky 1, created a dynamic soundcape, with more layers that are more vibrant than the original game. Each place not only has its own unique musical theme, but every creature, trap, thing, and more than its own suite of sounds comes with it. Being put on the grass in the Jungle will sound a lot different than landing on a conveyor belt in Volcana, for example. It may be a subtle change but it can greatly add to the unique feel of each scene.
There is so much more to talk about! The diematch, which was a little sleepy in the first game – we try to expand on the idea and make it stand next to Adventure Mode. Or the ways we tie the feeling of progressing into caves is the feeling of building a small community of friends and family. Although our advances in magazines and menus, that seems insignificant and yet contribute significantly to the overall information. But I'll save it another time.
Thanks for reading and thanks for your patience. Though we are not ready to announce a release date, we are getting closer and closer, we finally get to use the deep parts of Splunky 2 that have been picking up dust on my notepad for years. To me, Eirik, BlitWorks, and Lollipop Robot (our wonderful QA team) – we can't wait for you to join us in the adventure!