Spelunky was two failures glued
9 min read
By Eduardo Orellana ·
Derek Yu, around 2008, did not set out to invent a genre. A platformer and a roguelike each failed alone. Together they produced Spelunky.
The blend has to rescue both halves
Genre is a shorthand, not a fence. Derek Yu ran into that around 2008. A platformer prototype was not adding much to the form. A roguelike, on its own, was not landing either. Spelunky is what happened when the two failures were forced to share a body: the jump from one, the permadeath and the unknown level from the other.
A blend that does not rescue anything is a pile. You can list two genres on a store page and still have a game that would have been clearer as one of them. The test is subtraction. Remove either half and the remaining half should become worse, not simply smaller. If the roguelike layer can vanish and the platformer is fine, you have a platformer with extra loss. Yu kept both because each one was carrying weight the other could not.
Why genre labels describe games without limiting them
Genre is a shorthand, not a boundary. Designer Derek Yu ran into that in 2008 while deciding on his next project. He liked the idea of a platformer, but his prototypes were not adding much to the form. A roguelike appealed to him too, and on its own it did not land either.
Neither idea worked until he stopped choosing between them. What he ended up with had the nervous jumping and messy real-time fighting of a platformer, plus the randomly generated levels and unforgiving permadeath of a roguelike. That game was Spelunky.
We still file games into neat bins: platformers, first-person shooters, racers, puzzlers, role-playing games. The bins are drawn from mechanics, where the camera sits, how levels are built, what the rules are, and which skills a player is expected to bring.
Plenty of the games worth remembering come from smudging those lines. Mixing is not a guaranteed win, though. Stack the parts without a plan and you get something muddled, overstuffed, or at war with itself. Three approaches give you more control over the result.
Hand off between genres to control pacing
The hand-off is the simplest approach: the game plays as one genre for a while, then passes control to another. Persona spends part of its time as a dungeon-crawling JRPG and part as a life sim or visual novel. Uncharted cuts quickly between gunfights, climbing, puzzles, and driving.
Variety is the payoff. Hours of the same interaction wear a player down, and a second genre pulls their attention back. It also lets the play match the story beat. RPG combat sits oddly against after-school errands, and a slow social routine would be strange in the middle of a boss fight.
The first problem is taste. Not everyone in the audience wants every genre in the box. A player who showed up to God of War for heavy, fast combat may read a slow puzzle as dead air. One fix is to name a primary genre and keep the rest light. Uncharted has puzzles, but they seldom get truly hard; combat carries the depth, and the puzzles work as breathing room.
The other fix is to make the extras optional. Shovel Knight: King of Cards lets a player skip the card battler and just platform. L.A. Noire will let you bypass some third-person shooter sections after you fail them. The Yakuza games introduce side systems and then let them fade, so how far you go into any of them is your call.
Hand-offs also go down easier when the genres draw on neighboring skills. XCOM asks you to plan ahead, weigh trade-offs, and live with what you chose, and both the turn-based battles and the strategic base layer ask that same thing. Dropping a rhythm boss into a game with no rhythm anywhere else is a far bigger request.
Then there is the matter of telling the player which mode they are in. People need to know what kind of thinking a level wants from them. Mix logic puzzles with demanding platforming and players will hesitate between brain and thumbs. Grapple Dog answers with unmissable signals: a fast-forward icon, a countdown, a sprinter's pose, racing flags in the background. The stage announces that it is about speed.
Changing what a player can do, or what it costs them, works as well. Sneak into a Batman: Arkham stealth room swinging like it is a beat-'em-up arena and you are punished within seconds. The shape of the level says a different set of habits applies now.
Focus is the last hazard. A second genre can pull attention off the thing the game is actually about. Sid Meier named the problem after Covert Action, where drawn-out action scenes left players having forgotten the mystery underneath. Trimming the segments helps a little; making the genres feed each other helps far more. XCOM does it in both directions, with base decisions shifting the odds on the battlefield and battlefield results reshaping the base.
So the hand-off holds together when every mode aims at one core. In Persona, the fights and the life sim are both about the group of friends at the center of the game. The two halves feel nothing alike in your hands and still pull toward the same goal.
Let play styles from several genres share one game
The second approach keeps the situation fixed and varies the toolkit. Rather than the whole game switching modes, the player meets one space and can attack it with skills and verbs borrowed from different genres.
Deus Ex was built as first-person shooter, RPG, and stealth game at once. Skyrim lets you specialize in magic, blades, shields, bows, or whatever else you favor. Dishonored opens a level to stealth, mobility, violence, gadgets, or simply going around.
Agency is what you get. A player picks the game they enjoy and expresses something about themselves in the choice, and a second run through can differ enough from the first to be worth taking.
Comparison is the first cost. Your hybrid gets measured against games that do exactly one of those things superbly. Deus Ex is a landmark, and its shooting, sneaking, and RPG systems all look ragged beside the specialists of their day. Warren Spector put the warning plainly: as any single genre, the game loses. The worth has to live in the combination — in getting to pick your route — not in any one part being flawless.
Scope is the second cost. Backing several styles can amount to building several games. The recent Wolfenstein games catered to mayhem, tactics, and stealth, but stealth did not always get the same care as the rest. When one route is visibly thinner, the offer of choice starts to sound like a claim rather than a promise.
Habit is the third. Hand players a menu of styles and many will pick one at the start and ride it to the credits. Dishonored players often reload the instant they are spotted rather than improvise something louder. Reward design can deepen the rut: if stealth points only ever buy better stealth tools, the loop keeps feeding the choice already made.
Better structures hand out general points that serve any build, allow a respec, or pay you for trying something else. Hades dangles rewards on the weapons players neglect. Framing helps too. Deathloop drops the long-run chaos judgment that Dishonored kept and wipes the world clean each day, so experimenting costs nothing you were holding onto.
What reliably backfires is yanking a style away to force a new one. Deus Ex: Human Revolution let players go lethal or non-lethal, then dropped them into boss fights that demanded shooting regardless of what they had built. It broke the play-it-your-way deal badly enough that those bosses were rebuilt afterward.
Promise several approaches and every level owes each one a real, enjoyable path through. That means playing the whole game down each of those paths, not designing the first few hours around choice and trusting the rest to sort itself out. You learn where a route dies by getting the build running and taking it yourself.
Blend genre rules into a single new form
The third approach fuses instead of alternating or branching. Pieces of two genres are melted into one set of rules, so there is no switching between modes and no separate routes to pick from.
Portal takes the first-person camera and cursor aiming of a shooter and hands them to a spatial puzzle. Battle Chef Brigade runs brawler combat alongside match-three cooking. Rocket League is football spoken in the language of arcade driving.
Novelty is the reward, and occasionally a whole subgenre. Crypt of the NecroDancer is a roguelike played on the beat. Toodee and Topdee flips between top-down box-pushing and side-on platforming and makes that flip of perspective the puzzle itself.
A blend can also freshen a tired genre by importing from outside its habits. RPGs have taken from brawlers, puzzle games, third-person shooters, bullet hell shooters, and rhythm-action games to make a familiar progression curve feel new again.
Incompatibility is the risk. Chasm runs a Metroidvania through roguelike procedural generation, yet a big part of a Metroidvania's appeal is a map somebody authored by hand. Generate the space and that pleasure thins out into rooms that feel anonymous.
Some pairings damage the fantasy instead. RPG levels in Assassin's Creed chip away at feeling like an assassin the moment a higher-level target shrugs off a stealth kill. Loot-drop armor in a superhero game reads as ridiculous when the fiction wants you to believe in a specific character, not a stat total. The test is not only whether two systems can share a game, but whether they are selling the same fantasy.
The strongest blends pair genres that fix each other. Spelunky lands because a platformer is easy to start but leans on memorized layouts, while a roguelike offers spaces you have never seen but can be dense and hard to read. Each one covers the other's weak spot.
Derek Yu described the fit as one where nothing had to be compromised to make room for anything else, with each part boosting the signal of the rest. Hold your own mash-up to that. The blend should leave both genres clearer, sharper, or more exciting than they were alone.
Family resemblance helps as well. When Yacht Club Games fused a roguelike with an action puzzler for Shovel Knight: Pocket Dungeon, the two already had a lot in common. Grids, simple controls, randomness, long runs that reset, and the demand that you think several moves out. Sharing a grammar made the merge feel like one game rather than two.
The question to ask before you mix anything
You can hand off between modes, open one space to several play styles, or fuse the rules into a new whole. Each route hands you a different set of problems to solve.
Hand-offs live or die on pacing, on signaling, and on every mode serving one focus. Style hybrids need routes of equal quality, the production discipline to build them, and reasons to try the road not taken. Blends need compatible systems, one coherent fantasy, and a clear account of why each genre improves the other.
So the question worth asking is not "what if I combined these two genres?" It is "what job does each genre do for the other?" A specific answer gives the mash-up a real chance of reading as fresh instead of confused.
Build it in Flockbay
In the Flockbay app, name two genres and the one rule each is contributing. Ask for a single screen that is dull if either rule is removed. Play it, then play with one rule commented out of the description. If you do not miss it, it was not in the blend.
A roguelike platformer template is the historical answer. The AI roguelike maker is where to try a different pair.
Keep reading
- Ape Out kept the accident
- Permadeath names two different rules
- Rain in Hyrule is the argument
- Dear Passengers puts the cockpit and the cabin in different hands
- Combine two genres in a game of your own with the AI game generator
Genre is a starting point, not a verdict. The skill is knowing when to hand off, when to offer a choice, and when to fuse two rule sets into one — and the only way to settle it is to build the thing and play it.
More notes on designing games