Spelunky is one of my favourite games of all time.
So when I finally played Aura of Worlds, I paid attention. It sits in the same lineage as Spelunky, but it is not content to be a tribute act.
Yes, it is a roguelite platformer. You still descend into hostile spaces, fight enemies, steal everything that is not nailed down, and die constantly. The difference is how much freedom the game gives you while doing it.
Movement is faster and more expressive. Abilities like dashing, grappling, blasting, and grabbing objects turn every room into a small physics problem rather than a binary test of reflexes.
The weapons and tools matter more than raw execution. You can improvise. You can make bad situations survivable. The difficulty is still real, but it is less punitive and more conversational. When you die, it usually feels earned.
The boss fights are the standout. They are epic, readable, and aggressively fair. You die quickly, but almost every death comes with a clear post-mortem. You know exactly how you could have won.
Visually, it looks great. Pixel art, but not trapped in 8-bit or 16-bit nostalgia. Detailed sprites, dense environments, and effects that sell motion and danger without visual noise. It feels modern without chasing trends.
If you love Spelunky but want something looser, more expressive, and more forgiving without going soft, Aura of Worlds is the answer.
