![]() Instead, the familiar roguelike loop of finding new tools and adapting for each floor becomes a concentrated blitz of variables. It’s a different take on the same ideas, giving players new ways to think about how this space can operate.Įxit the Gungeon looks and feels like its older sibling, albeit with extra “platforming” elements and the traditional dungeon room format stricken away. It doesn’t feel like a full-on sequel, nor a full spinoff. It isn’t just an arcade version of the original, despite the drastic changes to the core loop. In that way, Exit the Gungeon still has plenty of traditional roguelike structure working for it. You can also unlock characters who will show up back at the Gungeon’s entrance, effectively unlocking new tools and features to play with. There are moments in-between, that give you the opportunity to spend bullet casings on health refills or other goodies. This happens when you’re already in a confined space, jumping and rolling around the elevator with no cover, no breaks, and very few pickups. You barely have time to figure out how the gun you have operates, before it changes form and function in an instant. Exit the Gungeon takes that loop and filters it down to a form of pure evil by that I mean your gun changes automatically every few seconds. It’s as much about adaptability as it is skill. It’s all procedurally generated of course, the thrill being in each run being driven by variables. Your character starts with a unique weapon and a perk, but can find new weapons along the way. The first game operated as anyone familiar with these kinds of roguelikes would expect. Also, by the way, you have no control over your weapons. Instead of a labyrinthine dungeon rooms, you’re at the mercy of the elevator shaft. ![]() The only problem is all the baddies you fought on the way down still want a piece of you on the way back up. You, as whichever explorer you choose, have to ride a cosmically dangerous elevator back up to the top. You won the prize, but the problem is the prize is making the Gungeon collapse upon itself. It’s like concentrated juice before you mix it with water, due to a compacted loop that demands paying attention to every second.Įxit the Gungeon picks up where Enter the Gungeon left off. ![]() Exit the Dungeon takes familiar roguelike concepts, returning concepts from Enter the Gungeon, and its own pick up and play twists to make what feels like distilled roguelike madness. A sequel of sorts hit the Apple Arcade and later came to other platforms. Enter the Gungeon on the surface is one of several dual-stick shooter/roguelike hybrids, but stands out due to its goofy style, defensive elements, and creative weaponry. This should result in an overall increase in itemization for players who explore all rooms, as well as providing a source for weapon drops when playing in Arsenal Mode.Roguelikes are more popular than ever, with tons of devs big and small creating their own twists on the formula. The shop has several doors to optional combat and NPC rooms that can be explored for loot or skipped. This shop replaces the normal mid-floor room, in addition to its normal appearance after the boss. ![]() Shop Hubs: Bello’s shop has been expanded and now can be accessed twice per floor, allowing players more choice over when and how to spend their currency. This mode was designed to be more reminiscent of Enter the Gungeon’s gun management. These additional carried guns have limited ammunition, which can be replenished by finding ammo pickups (exclusively in Arsenal Mode). Any number of these weapons can be held in addition to the Blessed gun, and can be used at any time. Both of these features were influenced by player feedback, and we’d appreciate further feedback moving forward.Īrsenal Mode: a new toggleable game mode in which weapons will be available as loot as well as for purchase in shops. Patch 2.1.0 contains two major features which dramatically impact gameplay.
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