The higher your combo is, the more likely you are to see strong weapons appear. I should mention that there is a combo meter that increases for each gun you cycle through without getting hit. The game's most challenging moments involved tactically jumping around a room for 45 seconds, waiting to roll a gun that helps you complete your current objective. This mechanic ruins much of the game's challenge as you can spam your jump and rolls constantly without ever taking damage as long as you don't land right on top of an enemy or inside of a bullet's hitbox. This means that as long as you're jumping or dodging you can literally pass through enemy projectiles without taking any damage you can only take damage while touching the ground. This is because I discovered that you're actually 100% invulnerable while airborne. However, on my second run, I ended up beating the game's final boss. This element honestly makes the game's form of progression feel pretty meaningless as you'll still find yourself rolling horrible weapons like the long-charging blunderbuss during challenging fast-paced boss fights.Įxit the Gungeon's challenge feels like it should come from its small environments that are constantly filled with flying bullets and dangerous enemies. Additionally, you have no idea whether that minute will be well-spent shredding a difficult boss, or absolutely wasted battling basic throwaway enemies on the elevator. This means that even after you've unlocked an extremely powerful weapon, you might only get to use it for 1 minute of a 30-minute run. That's because in Exit the Gungeon every 15-ish few seconds your gun randomly rerolls, giving you another gun you've unlocked. The issue is that even unlocking new weapons doesn't really feel like progression. After each run, you're sent back to "The Breach", a safe-haven where you can switch between playable characters and spend your hard-earned credits on cosmetics or new weapons. Exit the Gungeon does away with that randomized element in its level design, making even a single run feel pretty boring and repetitive environmentally.Īnother element missing in Exit the Gungeon is a feeling of progression. Even in a title like Risk of Rain 2, where the same planets are repeatedly cycled through, other elements like chest and teleporter locations are randomized. Games like Spelunky and The Binding of Isaac feel different each run because of their randomized environments. Exit the Gungeon was originally a mobile game, so it makes sense that the environments would be repetitive and scaled to a phone-screen size, but it's way too repetitive. Personally, I didn't like this level design. Every once in awhile the elevator comes to a stop, where you defeat enemies in another small room before reboarding the elevator. You start each run riding a tightly-packed elevator that enemies spawn in. "With Exit the Gungeon, Dodge Roll has created a lackluster, overly repetitive 2D platformer spin-off that feels like too much of a downgrade from Enter the Gungeon."įor one, the environment is small, cramped, uninteresting, and repetitive.
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