
It's really just a shame the way damage avoidance was handled in this game, because some of the combat doesn't feel that bad at all.
Exit the gungeon review upgrade#
The upgrade paths and NPC quests aren't nearly as involved or expansive as Gungeon. It doesn't have that flow that Gungeon has. This one feels more like an arcade game, fun for a while, but not that gripping. I got the hang of it pretty quick, and while this game is overall easier, I feel that Gungeon is more coherent in it's difficulty. This style of damage avoidance just doesn't feel as smooth or skillful as the strafing in Gungeon. As such, bosses will often litter the screen with more bullets that would ever be able to be realistically strafed through so you're only option is to double jump and i-frame through all of them. In Exit the Gungeon, jumping and then dodge rolling in the air creates a ridiculous amount of i-frames. Large walls of bullets would require backing up and squeezing through the gaps, which reduces damage to the enemy, or an evasive option like dodging and/or using a blank-a riskier or more expensive choice. The primary MO of a good gungeonier was rotating around the room clockwise and strafing around bullets without dodging. In Gungeon, the dodge roll was a last resort. You can also play in a mode with separate unchanging guns, although like Gungeon both work fine because what gun you're using doesn't matter too much. The balance they struck is probably the best scenario. I think the combo meter has too little influence on what type of gun you get, but it could create a problem in the opposite direction in which losing your combo meant you were damned to not get a good weapon. The combo meter and constantly changing gun are ideas I though would be bothersome but work well. The trade off here is that you lose the randomly generated levels from Gungeon. There are some traditional static rooms to play through in-between the elevator sections. Some of them are compelling and deliver great at-the-edge-of-your-seat action sequences. Each character has a different set of elevators they ascend on, and each elevator has different geometry and challenges to traverse. A standout for me was the variety in the *routes* and the changes in level design that came along with them.

This game has a surprisingly similar spirit, especially for a mobile game spinoff. Both the primary and tertiary gameplay loops are assuredly weaker than in Gungeon, but that's alright.
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Surprisingly, some of what I enjoyed about Gungeon is present here, even if it's in a smaller, less complex package. The spin off mobile game had a good chance of losing me pretty quick. Enter the Gungeon is probably my favorite rogue-like. Hats off to any developer who names subsequent products in a cute way like this. 60% PCFirst we entered the Gungeon, now we exit it.
