What are your thoughts on the game?
Enter the Gungeon
needs more passive items
Presentation, style and graphic quality is top notch. The design of bosses, guns, and artwork is amazing as it starts piling up.
Some of the gimmick bosses(Metal Gear Solid Tank, Snake Snake, etc) are really well implemented.
The actual gameplay has several issues, and itsn't that great.
Its essentially a bullet hull, but the core problem is endurance. It takes forever to kill anything. And iframe rolling sorta hurts the design a lot.
The progression system is sorta nice, but it doesn't pan out at all. There is many points where it could be stream lined a lot.
Also before patch 1.07, there was no guarantee any keys would ever drop or be in shop(per floor), because of dev oversight.
>literally who the game
It doesn't really do it for me like Isaac does.
The ammonomicon is one of the neatest features in the game, and I wish more games similar to Enter the Gungeon had it.
No save feature but they are working on it.
What good would a save feature do? The game is good enough coded to survive being hibernated off screen.
You mean like a codex?
Fuck tons of games have this what the hell are you talking about.
>but the core problem is endurance
This. I could play Isaac for 10 hours straight but after 1 hour of Gungeon I'm exhausted. The pacing sucks. Because the only resources that matter are health and ammo, you don't feel like you're incrementally improving. There's no reward for clearing out most rooms, you're just doing it to move on to the next one, and giant rooms that take 60 seconds to finish are too common. The first few floors should be half the size because slogging through 10 combat rooms with only a pea shooter isn't challenging or interesting.
Other than that it's pretty good.
I meant the detailed information the ammonomicon held that you can access at literally any time. You know, such as wanting to find out how to use a specific weapon and what it does. I wasn't talking about games literally needing more fancy looking books.
I don't believe Isaac has this precise feature, which is why I want more games similar to EtG to have it.
Pretty much this. Issac has that synergy between new items that made each playthrough unique, you feel like you're actually getting more powerful. EtG is mostly getting through several playthrough with different weapons that feel exactly the same.
Personally, I think the game would improve drastically if there were more +stat upgrades. In 20 hours of game time, I only got a handful of these.
Isaac is baby first roguelite, don't be judging the rest of the genre on its failings.
Also, the info in the amonomicon isn't that detailed, it doesn't give any stats and some of the descriptions are incredibly vague.
>Because the only resources that matter are health and ammo
If brown chests guaranteed passives, keys could be a resource.
If you ever play with cheats and set "Always drop chest" to on, you get to see just how insanely shitty the drop table is.
About 70% shit guns, 5% good guns, 10% active items which is really shit if you don't have free slots, and the remaining 15% is the rare elusive passives.
>Very good concept and presentation
>Way too fucking slow
A pity, it could have been the Isaac killer
It's not very fun. Like other have said, graphics and music are great, but gameplay isn't up to par.
The progression is slow, and completing the quests that game gives you only unlocks more weapons, most of which are disappointing gimmick stuff, as opposed to something you'd actually like to use. Something like lowercase-r is fun the first time, but when it keeps showing up in shop, you just wish there was something else.
Another problem is that there's no variety. After you complete a quest chain, it's completely removed from gameplay, which removes even the bit of variety that the gameplay has. Which isn't good, with how stingy the game is with everything anyway.
I don't just mean drops like keys, but even variety in dungeon. There's supposed to be whole bunch of events with characters, but you barely see any. Or even stuff like shrines or demon doors. Every run is too fucking slow, and too samey. It doesn't help that enemy health scales up as you progress, so even if you could take out generic mooks with one crossbow shot at first floor, soon you won't manage that anymore. It just feels like very cheap way to add difficulty and longetivity, at least to me since I like playing balls to wall and killing enemies fast or die trying, but gameplay like that just isn't possible here.
Doesn't help that many of the high-tier passive items actually make gameplay slower than more fun, like the Superhot Watch. It just feels like only the Bullet upgrades are worth it, everything else is pretty boring.
Completely agree. There's a fantastic game in here but its brought down by bad design decisions.
First time I played I felt like it should've been an early access game. It has the foundation but not enough substance to remain relevant.
It's awful. Formula is the same as BoI so it feels really stale, pacing is incredibly bad, bullet sponge enemies, per-gun ammo system is terrible and incentivizes using your starter gun when possible to save ammo but waste a lot of time, most of the guns are gimmicky and not fun or satisfying to use, the game is more about using dodge roll invuln frames than actually dodging bullets, and there really aren't many exciting items to find. That "oh boy I wonder what I'll find this run" appeal just isn't there.
I can't remember the last time I was this disappointed by a game. I should have actually done research and learned that it was a shitty BoI clone before getting excited about it.
>incentivizes using your starter gun when possible to save ammo
This isn't entirely true. Ammo drops are more common if you're spending ammo. You should pretty much always use your best gun.
What i really hate about this game is the stupid heal scaling on enemies, that's what makes most weapons completely useless after floor 2.
Every floor after the first one should be like bullet hell, with a bunch different types of enemies with different gimmicks and shoot patterns, that way they could make the game more difficult in a way that doesn't kill your sense of progression.
>Ammo drops are more common if you're spending ammo. You should pretty much always use your best gun.
Then why does the ammo system even exist?
That seems like something that should be better communicated, considering a large number of players will save their "good" guns/items for when they're in a particularly bad spot in plenty of games.
I didn't like it. Felt too randomized. Suffered the same problems as BoI. I ended up returning it.
As any other game from Devolver digital:
>neat ideas and concept
>garbage gameplay and execution
10/10 wish it has better drops in the first two chambers though.
Can anyone actually justify why this game has reloading? It adds literally nothing and just pointlessly breaks up the combat.
flavor of the month game and the month is well over
It had promise, but its honestly really fucking disappointing.
- No way to quicksave and come back to a run later like in BoI
- If the first floor has shit items, your run is basically fucked from the get-go
- Enemies, while unique in design, are all pretty boring and annoying to deal with after the first appearance.
- Weapons just aren't that satisfying, nor are any potential passive item combos.
I think BoI spoiled me a little, but it does just about everything better save for graphics.
...
It was never even really FOTM
Needs more Cadence.
Agreed.
Its mostly a mechanic to balance guns around. Some guns get perks by you emptying a mag, some guns are powerful but have long reloads, some guns get special abilities when reloading. Makes guns more unique.
Bullet upgrades are insane.
Lich Finger is insane, because it makes many of the shit guns work as normal weapons.
Scope and Laser sight makes inaccurate weapons hit the bloody barn door.
But yeah, the high tier B-S passives is mostly shit gimmicks.
Even something like Gungeon Soul is... not that great. Its generally completely shit.
this.
while games like isaac are throwing powerups and abilities at you, making enemy hp scaling and such make sense since you are actually getting stronger per floor, gungeon barely gives you any powerups a big chunk of the time, making the hp scaling to floor extremely tedious due to the game sometimes fucking you over by for some reason giving you guns that are worse than your first gun or not even giving you a new gun at all.
Seconding this. Due to HP scaling per floor, enemies take more hits to kill the same variants per floor. Its kinda obnoxious that a basic takes like 3 hits on the first floor, 4 on the second and so forth.
Kinda ruins the feel of many weapons and progression This is only coupled with the fact that finding stuff that isn't just a gun is sorta rare. You hardly ever build synnergy between passives and actives, but rather just build an increasingly large pile of weapons. Most of which either are not very useful, or completely useless by the time you get them.
>Makes guns more unique.
At the cost of further hurting the game's already terrible pacing.
It allows more gimmick guns.
It allows Cog of Battle to exist.
It allows the "you shoot on reload" item to exist.
The idea of the mechanic is okay. The execution is terrible. There is too many "oh, the last shot is a super shot, so please don't reload" and too many "one shit, one forever reload"
The there's two big problems with this game for me.
A) Ammo, you are never really guarantee any but you seems to get more if you use guns that need ammo. But you usually want to save ammo for bosses and hairy situations that later levels present. So a good first portion of the game is spent NOT using the games main draw because you save ammo for tough spots. You WANT the player to use all these silly guns because thats what the game is built around but the player wants to win and will probably just use the starter gun when ever possible to min max ammo.
B) Gun clutter, because you eventually can get so many guns with a play through you start to get to a point where keeping track of guns and ammo becomes tedious.
Because once a "run gets going", the idea the game is designed around:
1. You have guns which has very high DPS, but no ammo. Meaning they are only useful for bosses.
2. You will often find something like a Shotgun, a AK 47, some kind of bow, or a gimmick gun. With A LOT OF AMMO
3. So the end result is that you drop the starter weapon, and just pour on the bullets from the room clearer, and then use the DPS one rarely
The actual design is troublesome because no weapons are actually good at clearing rooms.
Nor is there ever a chance of good things dropping.
>often find a gun like an AK-47
I've literally only gotten this gun dropped once which is a shame, considering how good it is.
Indeed, it's especially better than the fucking Flame Hand I keep getting in nearly every single run. They've finally fixed the pathetic damage for that supposedly B-tier weapon in the new Beta patch.
You won't find a AK, but there is a lot of guns that is sorta in the same tier.
And then there is shit like the Photo Camera, which literally shits on rooms if its a horde room
It has a lot of persistence features but I can't find a reason to come back to it. After smashing my head into the last couple of chambers and getting nowhere I gave it up. There were some interesting guns, but towards they end only the most practical, boring ones were worth my while if I could even get them.
Figured that I got a good experience from all the characters I used and the content I did get to see in the end.
I enjoy the game, but I have issues with it, they're mainly what other people have been saying.
The main issue is ammo. You get all these unique guns which they want you to use, but they have limited ammo and essentially need to be saved for the boss, so there's no point using them. It makes the game slower and more frustrating. I think unlimited ammo would benefit this game greatly.
Plus I hardly ever find health pick-ups. So the game gets progressively harder as you go through each level, but most of the time I'm stuck with only a few hearts. They need more health pick-ups.
Of course my suggestions would make it more casual and take away some of the skill required to get through the game, but it would make the game far more enjoyable to play.
>there will never be a shooter roguelite with actual loot and rpg mechics
>It has a lot of persistence features
-You unlock more guns/items: But they are complete shit in 90% of cases, and you only get 1 active item slot unless even more special items drops
-You unlock more SUPER GREAT PASSIVES passives, but they never drop
-You unlock shotcuts But they don't even server any real purpose because you need to unlock them in order, and its a massive bitch to even get some of the scrap, armor or key requirements
-You unlock more NPCs, but sadly they are so extremely much better than the default NPCs you even wonder what the fucking purpose of the default NPCs are
-You get bounty missions for unlocks, but most of the enemies are nick named, meaning you can't figure out which one it is in the ammunicom
-The AK 47 that shoots keys, is unlocked by beating the Dragun
>The AKEY-47 is unlocked by beating the Dragun.
Nope, you gain the AKEY-47 by unlocking the Forge shortcut.
>After 12-14 impossible requests
>You get a super rare item that may never drop
Flynt sells it quite often, that is if you even encounter him during your run. Not to mention it requires 3 keys in order to purchase it.
>procedural permadeath games where you have to grind in order to actually access the items you need to win a run
Who the fuck ever thought this was a good idea?
The entire appeal of these games is the fact that you can theoretically pick it up and win if you know what you are doing and are good at the game, and the progression comes from you actually getting better instead of unlocking shit that make the game actually winnable within reason.
This garbage is literally fake progression.
nearly all modern games have the same problem
50 different 'abilities' and ways to attack
the same 5 monsters over and over over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over
there are more than 5 types of Bullet Kin alone. Gungeon has a lot of problems but enemy variety is not one of them.
there are many different types of the exact same enemy!
yeah you didn't listen
Fun, but ultimately inferior to Isaac, in my opinion.
Games take too long, there aren't enough interesting passives, HP scaling sucks dick, etc
indie shit, fuck off shill
>post doesn't even saying anything at all, let alone anything positive
>hurr shill xdd
>Merely asking for thoughts is apparently shilling.
I don't see anyone here highly praising this game. OP literally just asked for thoughts and nothing more. Get your head out of your ass, user.
>It allows Cog of Battle to exist.
Funnily enough, the Cog functionality was suppossed to be on EVERY GUN by default. They ended up taking that out and making it an item.
I won on like my 5th run. Don't think I got even one of the unlocks.
It's a decent game, but I can't see myself playing this game for much longer. If it actually had online co-op, rather than just local co-op, I believe it would be more fun.
as many others have said, it's just worse than isaac. the rng never resolves itself into a true meta, which means you're forced to compensate bad runs with skill -- but as a skill-intensive bullet hell it's also weak. half the challenge of a bad run is unloading into bullet sponges and it gets boring fast
Nailed it on the head, it takes way too fucking long to kill shit that resets are slow and painful
This game's unlock system pisses me off because new stuff trickles in and it never really feels like there's a lot there because you're only getting new things bit by bit. It's like playing an early access game and following updates rather than playing the whole game fresh as intended, except the game actually does it by design. You never get that feeling where you dive into a ton of content and know you'll keep seeing new stuff in the wild.
What could be worse than a system that's designed to make it feel like there's less content than there actually is?
all samefag and a shitter who needs to git gud
I beat the game using hunter's base weappons with no problem
this is what neo/v/ a bunch of fucking casuals who think Binding of Isaac is a good roguelike
HAHAHA faggots even funnier is that they think bullet hell is hard try playing Ikaruga or old school R-Type and then come back and talk you faggots no nothing about a good game
my opinion>yours also so don't bother responding because I don't give a shit
Gungeon is a 8/10 game and with co-op a 9/10
I hate summer.
Go away Dodge Roll Games, make a better game next time
>this is what neo/v/ a bunch of fucking casuals who think Binding of Isaac is a good roguelike
BoI is trash too
twitch bait flavor of the month bs
Did you forget to take your prescriptions today, user? It's okay to have different opinions.
>implying I care about whatever you think
forty keeks
Why did you reply if you don't care?
You're actually touched in the head.
Bullet and Robot past when
Also with one more level and half more different enemies it outshines isaac easily.
I like it, put 90 hours in it. Hopefully they'll expand on it with some DLC or something.
>Also with one more level and half more different enemies it outshines isaac easily.
What? No
I believe they are planning to release a couple of DLCs in the future.
3 keys for unlimited keys. Seems worth it to me.
Just play as the pilot and Jew the shop keeper.