Probably the easiest way to describe Spelunky is that its (kind of) like La Mulana meets Nethack--every time you play the levels, items, monsters, and so forth, are all procedurally-generated. The terrain is destructible and there are quite a few ways in which the various game elements can interact with one another. My goal was to create a fast-paced platform game that had the kind of tension, re-playability, and variety of a roguelike. In roguelikes, the gameplay tells the story, and I wanted to give Spelunky that type of a feeling...but make the player rely on their reflexes rather than their brain (or knowledge of what 50 billion command keys do!).
What's new in this version:
Version 1.1 adds an alien boss to the level editor and more shopkeeper names, as well as additional changes.