Introduction
For this Analysis, I have chosen Spelunky, A platforming game. Spelunky is created by Derek Yu, a young indie game developer. I discovered it by luck in Game Design class, downloaded it, and got sucked into the game immediately. I found the best part about this game isn't that it's free, but the most exciting part is that the design is solid following classical design principles. It is necessary to study Spelunky closely before attempting to comprehend all its complexities. Thankfully, we have both the language and theory to help us to do so. Start pointing out the design gems as we dive into this investigation.

Super Mario Brothers and Spelunky are structurally very similar. It is 2D, consisting of platform mechanics, foes that can be destroyed by hopping on them, and power-ups that can be picked up by jumping on them. Similarly, players, enemies, and level elements throughout Super Mario Brothers are designed in a manner in which they form a triangle of opposing motions. Firstly, if we want to appreciate Spelunky's excellent design, we need to understand a bit more about how the game is designed from its core up.
A DESCRIPTION OF THE MECHANISM OF THE PLAYER
• Primary mechanics in the game include moving, jumping, exploding, and rope climbing
• In addition to such things as WHIP, USE UP/ACT, ASCEND, BEND, RUN, FLARE UP and LOOK, there are also secondary mechanics
• The third type of mechanic consists of picking up, letting go, and throwing
There is a great deal of clarity, directness, and independentness in all the player mechanics of this game. The fact that Yu allows the player to customize the controls or take advantage of gamepads almost makes this decision almost irrelevant.
Spelunky's mechanics are one of the most interesting and impressive aspects of the game because they make the BOMB and ROPE dynamic and interesting. A short time later, the BOMB explodes. It doesn't matter if the player, enemies, or level gets caught up in the explosion; it all blows up. To drain water and lava from ponds, it is necessary to blow up the sides of the ponds. Set off a shopkeeper's rage by throwing a bomb at him. As if you were to throw a rock, you can throw a bomb to hit targets. If the timer expires before the explosion occurs, it will not explode. The light emitted by the explosion can even be used to momentarily light up shadowy zones that are in the vicinity.
There is no doubt that the whole game is exceptionally well polished and is well-made in every aspect. If you happen to encounter a fire frog enemy who jumps into the water, it will lose its flame in a short while. On top of the surface of the water, leaves from plant enemies flutter down. If you trouble a merchant or shop owner, a wanted sign will be put up of your character appearance in all the shops for the remainder of the Spelunky adventures. You will even be spotted patrolling the stage escapes by angry shopkeepers who will leave their shops just to find you. The gold will be released from the walls and floors when you bomb shiny areas within them, allowing you to collect it. There is an endless list of things to do.
BOMBS and ROPE mechanics have the interesting design feature of being restricted. Unless the player finds/buys more, they are limited to four pieces of each at the beginning of the game. There are no refill stations or supplies that can be found by killing or farming enemies. There is a great deal of difficulty in obtaining supplies. The player gains more value from each of these effective and multipurpose devices when they have a limited supply (explained below). (Terrell, 2012)
ELEMENTS OF THE ENEMIES
It is important to note that Spelunky features a lot of various kinds of enemies. All of the enemies have varying sizes, Lifesize, strengths, speeds, movement patterns, rarities, and unique powers, which make them unique. A great feature in Spelunky is that the foes can hurt each other and even affect each other in some situations, which is one of my favourite design elements. It is possible for man-eating flowers to eat cave people. When the fire frogs explode, they cause an explosion similar to that caused by a standard bomb. It is also possible to trigger the bolt traps and kill the enemies with them. There is a possibility that shopkeepers could be impaled by the spikes. Yetis can be killed by aliens. There are many more to mention. This depth of detail contributes to the lively nature of Spelunky's core design.

ELEMENTAL COMPONENTS OF A LEVELS
Unlike Super Mario Brothers, Spelunky is measured by block units. Almost every mechanic in Spelunky is measured in blocks. The player avatar is a block in size, the enemy is constructed to assume a block of space, and containers and trunks take up a block of space. It is a design feature in Spelunky that makes everything fit together perfectly. For the reason that the player avatar is the size of a block, while the enemies, boxes, and chests are all the same size.
Unlike most other games, Spelunky features a sensitive suspension system. You can take items to the next levels after you exit one level with them in hand. The first level has a rock for you to grab, take all the way to the end, and fire at the boss. The rock is yours. There are no restrictions on what you can do with the game. So long as you do not die or get injured, you can keep a few of the greatest powerups.
In Mario, coins are arranged to promote more difficult, interesting, and superfluous Jumping. Additional level components, like gold, gems, pots, crates, damsels, and other level elements, provide players with incentives to push themselves. Spelunky encourages platforming all the way through terrain transformation and exploration. (NETWORK, 2009)

DESIGN OF POWERUPS
Spelunky has a lot of powerups to enhance the player's aggressive and defending abilities as well as their mobility abilities, which can be found on the following connection where you can find more information about each power-up.
• Bombs, ropes, parachutes, bows, as well as mattocks rot over time.
• There are bombs, machetes, bows, pistols, and shotguns used as offensive weapons.
• A teleporter, jetpack, cape, climbing gloves, spring & Spike shoes, teleporter, and spring shoes are examples of movement.
As long as you can wear or carry a power-up, you can take it with you to the end of the game as long as you can wear or carry it. There are a lot of ways powerups work, and many of them stack on top of each other to create a super-powered spelunker. One of the major differences between this suspension and Super Mario Brothers is that in Super Mario Brothers, your powerup will be taken away once you get hit by any enemy. (Jeffries, 2009)
Final analysis
A fast-paced, roguelike platformer was successfully created by Derek Yu. There is no doubt that the principles and tenets of classic game design fulfil a game along with specific quality and depth, which is evident in Spelunky. Nowadays, there is a great deal of value put on these rules, which is why they are so important. I want to wish my best wishes to individuals who have not played Spelunky yet, and I hope you find it to be rewarding. Whatever happens, whether you like it or not, you will find gold.
AJ
After going through your blogs i noticed one thing that you are really interested in game and it good to see someone so much in new types of games.