Enter The Gungeon |OT| Praise the gun

I think every character should start with a second more powerful weapon like the convict and hunter.

I like everything about the game except for the moments before finding that first gun.

Maybe it's my own problem as I like the pilot's passives the most.

The convict might take over because her sawed-off makes those first moments a lot more fun.

This could probably also be fixed by having another set of characters.
 
Thanks guys, I can now run it on the mac, just put everything on low and the framerate hovers around 40-60. Playable enough.

Now for desktop users; I played using the xbone pad, which is awesome, but there is no aim assist on PC? I would like to use the mouse and keyboard combi, but does that have noticeable input lag with vsync? A better question would be; do you play with vsync on or off? I can't test it right now because I'm playing on Mac and am not at home.

Now for the gameplay; amazing! I LOVE all the debris everywhere, LOVE the themesong and absolutely LOVE the kick the guns have. haven't made it past the first boss yet, but it is just so damn fun!
 
Played for about 40 minutes. Picked the pilot and defeated the first boss(is it random?). Man, what an incredible first impression though. Looks beautiful and the controls are real tight. The boss made me laugh, it was
a spoof on MGS's Vulcan Raven except his head was a crow lol and when he died the crows much like MGS1 ate him up.

Really digging it, also smooth 60FPS on PS4 so far.
 
I'm starting to find the key drop rates a little frustrating. I can live with it usually, but when I've cleared the 3rd floor and have had 0 key drops since 1 and the shopkeeper's locked behind a door it's a little too much.
 
Wow I just won another setup with like the most broken setup ever.
Tablefliping Blanks + Extra Damage when a Blank is used + Poison Blanks meant any room with a table was basically instantly cleared of enemies, and I had a ton of great weapons to back me up when needed.

Also has anyone else reached the final floor? I ask because I'm having trouble
finding two of the items you're supposed to give to the blacksmith.
 
why does this game seem to never want to give me any keys?

like wtf 2 chests on every floor, 0 key drops ok I'll buy one from the shop.. no keys for sale..
once I got a passive item that gave me a higher chance of getting keys upon clearing a room... went through two and a half floors with that item and still no key drops

come the fuck on

I think there are at least a couple of patches with balance and drop rate adjustments incoming. There should be, at least. :D
 
I wanted to discuss something. I was reading some reviews and occasionally the idea that the game presents difficulty beyond the players control is brought up as a limitation.

http://www.trustedreviews.com/enter-the-gungeon-review

"However, it somehow lacks the "one more go" itch of its contemporaries, mainly due to the lack of control when the proverbial hits the fan...

... In Enter the Gungeon, however, there's so much mayhem on screen that often I felt as though it was luck, rather than judgement, that saw me through.
"

From what I've played so far, this seems like nonsense, what do other people think?

For me, thus far the game has felt the least 'luck based' when compared to Isaac and Nuclear Throne. The lack of significant universal modifiers (BoI) and awkward spawns / map layouts (NT) makes the game feel purposefully designed and controlled at all times, especially during boss fights where attack patterns are predictable and learnable (the review above cites boss fights as the problem).

Am I missing something here or is it perhaps the enhanced difficulty coupled with the reviewers external locus of control (where the reviewer places responsibility on external factors for internal issues; ie. blaming the game where his inputs are at fault) causing this distorted perspective on the game?

I've only had a couple of runs so far, it seems fun.
 
This Steam post illustrates very well what is wrong with the early game

http://steamcommunity.com/app/311690/discussions/0/371918937282678621/

I'm an avid Isaac player and don't think this post is very fair. For starters, any Isaac player comparing the two games probably has hundreds of hours in Isaac and a handful in EtG All the tricks regarding finding extra resources and how to get the most use out of certain items are second nature to Isaac vets and we're still in the process of figuring that stuff out for this game.

It's also silly to complain that EtG doesn't always give you a useful item on floor 1 because Isaac is full of awful items. The poster claims that Isaac's small floors cause less time to be wasted if you restart after getting a bad starting item, but this is just no way to play a roguelite IMO.

Finally, the poster states that it's more beneficial to fight the first boss before clearing the floor. This could be entirely true and will become a tactic seasons EtG players use. It's way too early to tell. Once people sink more time into the game it will be no more tedious to take out a Chamber 1 boss with a starting weapon than to kill a Basement 1 boss with basic tears.

And at the end of the day, these are different games. It's fair to compare them, but this poster seems to be complaining that it doesn't feel exactly like Isaac.
 
Got a gun I hadn't seen before and I opened up the ammonomicon to have it tell me that it's the worst gun in the gungeon. :(
 
I wanted to discuss something. I was reading some reviews and occasionally the idea that the game presents difficulty beyond the players control is brought up as a limitation.

http://www.trustedreviews.com/enter-the-gungeon-review

"However, it somehow lacks the "one more go" itch of its contemporaries, mainly due to the lack of control when the proverbial hits the fan...

... In Enter the Gungeon, however, there's so much mayhem on screen that often I felt as though it was luck, rather than judgement, that saw me through.
"

From what I've played so far, this seems like nonsense, what do other people think?

For me, thus far the game has felt the least 'luck based' when compared to Isaac and Nuclear Throne. The lack of significant universal modifiers (BoI) and awkward spawns / map layouts (NT) makes the game feel purposefully designed and controlled at all times, especially during boss fights where attack patterns are predictable and learnable (the review above cites boss fights as the problem).

Am I missing something here or is it perhaps the enhanced difficulty coupled with the reviewers external locus of control (where the reviewer places responsibility on external factors for internal issues; ie. blaming the game where his inputs are at fault) causing this distorted perspective on the game?

I've only had a couple of runs so far, it seems fun.
Personally, I get the feeling that with the right timing and movement, you can handle any room with your basic weapon. The dodge roll is a really powerful move. Pretty much every time I've died, I've always felt it was my fault, that I should dodged left instead of right or not have been aggressive in that moment, or should have killed a certain enemy first

I do feel there is some luck because I don't see how you can handle some of those bosses without at least one blank, but I'm betting movement, rolling, and reading tells can help with that too
 
Personally, I get the feeling that with the right timing and movement, you can handle any room with your basic weapon. The dodge roll is a really powerful move. Pretty much every time I've died, I've always felt it was my fault, that I should dodged left instead of right or not have been aggressive in that moment, or should have killed a certain enemy first

I do feel there is some luck because I don't see how you can handle some of those bosses without at least one blank, but I'm betting movement, rolling, and reading tells can help with that too

Agree. This game is as "difficult" and "unfair" as Hyper Light Drifter which has also been getting similar criticisms. Albeit being a very different type of game, you can make it through the game with nothing but your starting equipment if you are simply skilled at the combat and careful.
 
The dodge roll is a really powerful move.

It really is, the invulnerability window is surprisingly long, and there's no real limit to how often you can spam it. The only real trick to using the roll properly is making sure that you don't land in the path of other bullets. Once people start getting better with abusing dodge rolling, Gungeon will become an eaiser game.

I will echo some of the sentiments of the past couple pages and say that I do wish the game was a little better about giving you useable equipment in the early going. I would like the drop rate of keys to be increased slightly and for the first floor to always have one guaranteed unlocked chest containing a gun. I like using the pilot for the shop discount and his lock pick, but his starting gun does make those first several encounters (or sometimes first many encounters) a bummer.
 
Yeah, I think I'm gonna keep the lightning quality setting on low. The game does look a lot better with it on high, but it's just way easier to keep track of all the bullets flying around when there's less going on visually. It definitely feels like I'm playing better with that on low.
 
Yeah, I think I'm gonna keep the lightning quality setting on low. The game does look a lot better with it on high, but it's just way easier to keep track of all the bullets flying around when there's less going on visually. It definitely feels like I'm playing better with that on low.

Interesting. I should try that.
 
By the way, you can always shoot chests open (haven't tried every kind yet) but you might gamble on the item inside being destroyed.
 
By the way, you can always shoot chests open (haven't tried every kind yet) but you might gamble on the item inside being destroyed.

I think this understates it with the "might". I have yet to shoot open a chest and get an item. Most of the time I get that jar that tells me I should use keys, and a couple of times I've gotten a key. Which, by that point, was a pleasant surprise.

Could be I'm just super unlucky though, and my sample size is probably in the teens as opposed to the hundreds.
 
By the way, you can always shoot chests open (haven't tried every kind yet) but you might gamble on the item inside being destroyed.

Thanks for the tip. Had to leave a lot of chests behind so thats a gamble I am willing to take.

I managed to reach level 4 and close to the end of that floor I had to fight with the starting weapon because I had depleted everything else. I never found ammunition a problem before, but on floor 4 the enemies became really spongy and numerous. Bad luck or is there a spike between level 3 and 4?
 
By the way, you can always shoot chests open (haven't tried every kind yet) but you might gamble on the item inside being destroyed.

It's been Junk every time for me, I just assumed that's what always happened. Only tried like five times though, guess I'll start blasting every chest I don't have keys for at the end of the level.

Edit: I should have done this yesterday when I had 4(!) chests on the first floor and had wasted my only key on opening a door to a chest. Even the shop was blocked off by a lock so I couldn't by more keys. I should have blasted the shit out of all of those chests instead of moving onto Chamber 2 with only my starting gun.
 
Has anyone seen like a humanoid mouse character while playing? It's in some rooms for like a millisecond and then disappears. I've seen it three times now and I don't think it is a glitch..
 
Has anyone seen like a humanoid mouse character while playing? It's in some rooms for like a millisecond and then disappears. I've seen it three times now and I don't think it is a glitch..

Is it the guy that steals your ammo if you've left it too long? Had that happen to me yesterday when I left a box and came back to a note.
 
Has anyone seen like a humanoid mouse character while playing? It's in some rooms for like a millisecond and then disappears. I've seen it three times now and I don't think it is a glitch..
Probably because of how easy it is to backtrack I imagine they added that so you can't really do save an item or items for later.
 
Is it the guy that steals your ammo if you've left it too long? Had that happen to me yesterday when I left a box and came back to a note.

That jerk keeps taking my stuff!

Probably because of how easy it is to backtrack I imagine they added that so you can't really do save an item or items for later.

Holy crap, what a creep. I did leave an ammo box and half a heart those times. I thought they just vanishedvanished after a while.
 
I finally made it to the fourth floor. The item to stun enemies when you flip a table was really helpful.

(edit) Oh and I found out that the hunter's dog barks at fake treasure chests.
 
Man, I seriously can't stop playing this at the moment, I haven't even gotten a chance to check out coop yet. Loving it so much! It's interesting, this is one of those games where I figured using a controller would be better than KB/M, but I was wrong. I feel like KB/M is a lot better than a 360/XB1 controller, am I the only one that feels that way?
 
Holy crap, what a creep. I did leave an ammo box and half a heart those times. I thought they just vanishedvanished after a while.
Found an item that sounded cool, left my supply drop behind, tried the item in another room, wasn't that useful at the moment...and my supply drop was gone

That little creep
 
Man, I seriously can't stop playing this at the moment, I haven't even gotten a chance to check out coop yet. Loving it so much! It's interesting, this is one of those games where I figured using a controller would be better than KB/M, but I was wrong. I feel like KB/M is a lot better than a 360/XB1 controller, am I the only one that feels that way?

I like the controller a lot more if only due to precision movement and dodging. Has really helped on the bullet hell side of things.
 
For me, thus far the game has felt the least 'luck based' when compared to Isaac and Nuclear Throne. The lack of significant universal modifiers (BoI) and awkward spawns / map layouts (NT) makes the game feel purposefully designed and controlled at all times, especially during boss fights where attack patterns are predictable and learnable (the review above cites boss fights as the problem).

I agree. There were so many NT runs where the procedurally-generated level design just said "Fuck You" and it made me sad.

That said, I still prefer the arcade stylings of NT over the dungeon-crawling of Gungeon, but it is a preference thing.
 
Enjoying the game so far, but...

1) Do weapon damage matters against bosses? It may sound weird, but it´s like fire rate is more important against them. My normal pistol usually kills them way faster than crossbow bolts, it´s like the crossbow damage against them is equal to just one bullet damage.

2) A lot of weapons are useless or just bad in general, usually guns that fire one single shot. They should do more damage.

3) It seems that range is important as hell here. I got some shotguns with very poor range and it got me killed pretty fast.

4) The dog seems useless. I can count in one hand how many times he gave me an item after I cleared a room in 3-4 games :<
 
Just had a run that got me to the 5th floor for the first time. Had a cannon called the Particulator which made short work of every boss I encountered. Eventually died due to falling in a pit, feels bad man.
 
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