A decade ago, that might've made Exit the Gungeon's strength it's portability as a mobile title. Additionally, rogue-like games typically have so much replay value, that many players don't need a reason to expand past the ones they really love. However, I am reviewing this title in 2020 there is a massive catalog of rouge-like games that do everything Exit the Gungeon does, and many that do what is presented here even better. The cartoon graphics are really cute, guns are very creative and unique, and the combat can be exciting with strong weapons. I think that Exit the Gungeon is a really-well done mobile game, and if I was taking the subway into work, or in middle school looking for a game to play on my phone during lunch, I would be playing this game. It might sound like I am being extremely harsh on Exit the Gungeon, but I'm not trying to come off that way. The most random element of Exit the Gungeon from my experience is which bosses will appear in each run. The environment hardly ever changes, you're going to get all the same guns at different points, and the only element differentiating the characters from each other is their passive abilities. In general, each run feels far too much like the last. "The cartoon graphics are really cute, guns are very creative and unique, and the combat can be exciting with strong weapons." What I mean by this is that statement is that when you receive a good weapon, you don't think to yourself "Wow, this is looking like a great run!" because you know it will be gone in 15 seconds. In a way, the game's random element makes it even more repetitive. However, this isn't a guarantee that bad weapons won't appear. 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.
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