![]() The character and enemy designs are solid with unique color palettes and features but the stars here are the bosses. ![]() The design is cartoony and silly, yet there are times where things feel truly epic. I never struggled with where my character was on screen versus all of the enemies and projectiles, which is something I think can happen easily in bullet-hell shooters. The sprites are clear and give the game tons of personality. Anytime a follow-up or port of a game lacks the cooperative aspect that the original had, I find myself wishing it was there.Įxit the Gungeon is as spectacular looking as its predecessor. It was easy to pop on and couch it up with a friend for a bit while laughing and looting together. That feature in Enter was one of the reasons I played it as much as I did. ![]() One of the things that are sadly missed in Exit the Gungeon, however, is cooperative play. This is what made Enter the Gungeon so endearing, along with the solid gameplay, a fairly self-aware sense of humor that garnered plenty of laughs while I played and Exit the Gungeon is no exception. Favorite joke guns are there along with plenty of new ones. Most importantly, however, the slapstick humor makes a triumphant return. It’s just as challenging, but in new and exciting ways, even if it does lack some of the depth as Enter. It really does feel like a remix of the gameplay of the first game, like someone made a mod of the original to mix things up. Health, armor, items/power-ups, and blank shots are also present. As stated before, the dodge is still there, but also the way you move and aim. The things that will feel familiar to fans of Enter are important as they make adapting to the new features easier. Ultimately the random guns feel like a fun experiment that would be a great challenge mode but as a core mechanic it ends up being a more shallow experience. The gun randomization also changes the mindset of a more intentional and preference-based strategy to a constantly moving, frantic action strategy. These guns require you to charge a shot which greatly increases the chances of you getting hit, and therefore lose your combo, which means less of a chance for the better guns. ![]() There are a few guns, however, that are really counter-intuitive to the need to constantly be on the move. This is simultaneously fun and frustrating as some guns are amazing and others are just simply ok. Getting hit not only loses health but resets the combo. The higher your combo, the better gun you are likely to get. Rather, you are gifted a special gun from the might deity Kalibur that is constantly changing randomly based on your combo counter. The other major change from Enter is that the guns are not found as you progress. Knowing when to jump or dodge is key in a lot of situations, as you can’t be hit while in the air, but you also take longer to recover from a jump than you do from a dodge. The first big addition is jumping Exit the Gungeon is a platformer and the jump acts as a vertical dodge as well as a method of navigating the screens. The primary differences between Enter and Exit are enough to keep the gameplay fresh with new challenges but it’s also familiar. The constantly rising and lowering of platforms makes the Convict path always a bit unpredictable This keeps things extremely fresh because if you grow tired or frustrated with one hero, you can change characters and tackle a different route. The first section of the elevator is the same across all characters but after that, each character has a unique path that has its own challenges to overcome. Each leg of the elevator ends with a random boss fight which offers the best rewards of items and a special currency that’s used to unlock more guns for future runs. If you bought a key in a previous stop’s shop, you can rescue various denizens of the gungeon. The elevator, like a regular elevator, makes stops at different floors along the way which offers challenge rooms with treasure rewards, shops to buy supplies, and rescue opportunities. You have to survive the seemingly endless hordes of enemies. Of course, you just take the elevator back up, no problem! Unfortunately, nothing in the dungeon is that easy. I went into the sequel excited due to how much fun I’ve had with Enter the Dungeon.Įxit the Gungeon immediately follows up the events of Enter, in which it’s time to escape the dungeon. After struggling through entering the dungeon, it’s time to get out and of course, it’s just as big of a pain to exit. Enter the Gungeon came onto the scene as this mishmash of as many genres someone can pack into a single package, a roguelike-bullet-hell-shooter-looter-dungeon-crawler. Exit the Gungeon should seem pretty obvious after the success of Devolver Digital’s first entry, Enter the Gungeon.
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