I like that in general: just having a little bit of unpredictability in each level. And I really like dense level design with a lot going on. I think for this level, the message that I want to convey is "Find peace through hell". And that's kind of my design philosophy in general.

I think my word is "flow" for game design, because I think you want your game to flow, and I think you want your game development process to flow. To me, that means everything starting from a central idea, and then layering on top of that to have a very coherent experience. I think if you develop games that way, [it'll come across] to the players, and they'll have a similar experience that's really smooth.

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This is a straight-up religious problem: the idea of the player and the developer. Because I think [for] some developers, creating a game, it's a little universe— they don't want to be a part of that universe. They want the player to play and just experience the universe as created, and not be involved. And then, I think there are other developers [who] do want you to know "Hey— I designed this! My fingerprints are all over this." And then, there are players [who] I think want to play games basically as the "atheists" of that game world— where they want to just experience the world as-is, with all of its flaws and all of its ugly warts. And then, there are players who play, and because they know that there is a designer behind all of it, they want to basically pray to that deity of the universe to change it for them! [...] I think it has to do with fundamental differences in the way different designers want their game to be experienced, and also fundamental differences between different players and how they want to treat that relationship between the player of the game world and the designer.

There's a certain glee [among game developers like Bennett and me] from players feeling frustrated and disappointed. And it's not because we dislike players. It's actually because we really care about players, and these are emotions that you need to feel to have a well-rounded human experience in a video game.

A lot of design decisions that end up having a big effect on the gameplay start as thematic decisions. [...] It's like in chess, how the knight is the only piece that jumps, and that just makes sense-- you're on a horse, and the horse can leap. Those kinds of links-- they're things that game developers think about a lot, and it's not just a bunch of abstract rules. It matters what the game is about story-wise, character-wise, et cetera.

That's a type of game that I really like, is one that grows on you a lot over time, and your understanding of it feels like it's on an exponential curve. I just hope that enough people are willing to give [Spelunky] a chance, [who may] not be used to that.

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As game designers, we naturally gravitate towards order, because we create rules, and we create systems, and we create structure. And those are all things that belong to this idea of order. [...] And so, I think it makes complete sense that as game designers, we would embrace order, and we would be very attracted to things like "balance", things like "elegance" in game design. [But] more recently — and maybe a big part of this is my experience with Spelunky — I've started to rethink that a little bit. And I've started to think more about chaos as the defining trait of game design. Or at least that's something that really appeals to me right now— this idea that we're not creating these ordered systems, but we're creating chaos for the player to find order in.

The "joy of discovery" is one of the fundamental joys of play itself. Not just the joy of discovering secrets within the game, but also the joy of uncovering the creator's vision. It's that "Aha!" moment where it all makes sense, and behind the world the player can feel the touch of another creative mind. In order for it to be truly joyful, however, it must remain hidden from plain view— not carved as commandments into stone tablets but revealed, piece by piece, through the player's exploration of the game's rules.

I'm obsessed with finishing as a skill. Over the years, I've realized that so many of the good things that have come my way are because I was able to finish what I started. [...] Irrespective of how big the project was, each one I finished gave something back to me, whether it was new fans, a new benchmark for what I could accomplish, or new friends [whom] I could work with and learn from.

The more I play and create games, the less convinced I am that the difficulty of games should be thought of in terms of a linear or exponential ramp upwards where, as the player gets stronger, you need to make the opposition increase proportionally in strength. [...] While some form of escalation certainly feels good in a challenging game, [there's] something futile and perhaps nihilistic about endlessly cranking a single knob that goes from easy to hard. Rather, I believe it makes more sense to think about difficulty in terms of the game's overall pacing. Difficulty should ebb and flow, and make room for other aspects of play.

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Spiky games are often thought of as "punishing", but the difficulty — while it's an important part of the design ethos — is in service of the goal, rather than the goal itself. The real goal is to put the player in a state of focus about the game— and to really care about what they're doing at any given moment. [...] Winning or finishing the game is not the main goal of a spiky game, even if that's ultimately what [the player is] working toward.

I've started to think of myself, personally, as a "work in progress" that will never reach completion— but in order to keep progressing, I have to release games. [...] You're releasing a game, but you yourself are not "done". And so, I think that takes some of the pressure off for me— to think about things that way. And in general— to think about art and life as this cyclic thing, because you're going to keep going and make more things, so just put out what you've got and do the best you can. It's not a final judgment of you, as a person and an artist, when you release a game.

I tend to think about my life in terms of games. "This is the Aquaria point of my life." "This is the Spelunky point of my life." As to what [Spelunky] actually represents — what does that time mean to me — I think: coming more into my own, as a game developer, and figuring out how it was I want to work exactly. I feel like I learned a lot with Aquaria, and I'm super proud of that game, but Spelunky was where I feel like I hit my stride.