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 th… - Derek Yu

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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.

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About Derek Yu

Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.

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Now that Spelunky is done, what I feel most of all is a sense that I'm part of an even bigger puzzle that includes the people [who] influenced me, the players who play Spelunky, and whomever Spelunky has influenced in turn. [...] In the end, isn't that why we create things? Not just for the power of putting something into existence, but to connect with people and be part of the conversation that is human history. To have something that speaks for us when we're not speaking and even after we're gone.

Not that there's anything wrong with wanting challenge for the sake of challenge, but it does make things that much more confusing when people are trying to evaluate spiky games. Again: the difficulty is only one part of the equation— it's the "heat" part of spicy food. I don't eat spicy food to feel pain, but the pain wakes me up— and it's the gateway to interesting flavors that you can't find anywhere else. The flavor is what makes spicy food good, and it gets easier and easier to withstand the heat the more you experience it.

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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.

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