Spelunky: a Study in Good Game Design

A while ago we’ve published the article Play Like a Game Designer. Now we’re going to use this material to illustrate how a game breakdown might look like.

Task: Teach the player the controls

Task: Leave room for independent discoveries

Task: Challenge the players

Subtask: Compensate for difficulty of dark levels

Task: Returning players to the game (increasing replay value)

Subtask: Introducing variety into level contents

Task: Create conditions for player skill growth

Task: Stimulate different game styles

Subtask: Stimulate a more cautios playing style

Subtask: Stimulate a faster, less cautious playing style

What to do with all this

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