It’s just as challenging, but in new and exciting ways, even if it does lack some of the depth as Enter. #EXIT THE GUNGEON SWITCH REVIEW MOD#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. It's not necessarily a game-breaker, but it seems to artificially or unfairly inflate the difficulty.Exit the Gungeon should seem pretty obvious after the success of Devolver Digital’s first entry, Enter the Gungeon. This can lead to frustration as the game randomly becomes harder or easier depending on what your gun transforms into. Sometimes the gun was so bad that I was unable to hit some of the enemies I was aiming at. There were a few times where I was fighting some tough enemies who were above and below me and my weapon changed into one that was ill-suited for that encounter. While it's nice to never run of ammo, the constant gun-switching means you never get to hang onto a gun you like or one that you need in a certain situation. The choice to have the gun be permanently blessed is also a mixed bag. For the rest of us who don't have lightning-quick reflexes it might take longer, but it's unquestionably a shorter title. If you happen to be a Gungeon master, you could probably run through the entirety of Exit in about two hours. This leads to a quicker game that can be beat in considerably less time. This is intended to be an easier, more trimmed down experience that was clearly designed for mobile devices, which means a lot of the mechanics and features have been stripped out or dumbed down. As good as this is, it definitely feels shallow when compared to Enter The Gungeon.
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