Dissecting Design: Spelunky

For this week’s Dissecting Design, I’m taking a look at Spelunky; one of the first games to explore rogue-like design outside of an RPG setting. I talked about how it used procedural generation to elevate the game and deliver skill-based challenges. frameborder=”0″ allow=”accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture” allowfullscreen>