Enter The Gungeon |OT| Praise the gun

Took me god knows how many tries to beat a First Floor boss, then died a few rooms into Floor 2. I'm going to be playing this for a long ass time. I'm having a blast though. Game is so fun.

Any tips? D:
 
hmm might start doing some runs starting from floor 2, just got to floor 4 that way. You do start with a key afterall
 
Huh i talked to the elevator guy in the elevator room and he gave me a item (
gunboots
)
 
After spending a couple hours on the mouse and a DS4 I seem to get better results on a mouse.


Game is super addicting, furthest I got was a half-dozen rooms into the 4th floor.
 
So there is noway to have a aim cursor onscreen when playing with the controller?

I can't see that being helpful in any way to be honest.
Maybe there could be a cursor that wouldn't change distance and stay the same distance around the character all the time to give you general idea.

But for me, the stick and the gun poiting the way I want is the "cursor".
 
My game crashed on my best run ever. I had full health and like 7 or 8 hearts. I wish this had an Isaac "continue" option.
 
What should I do with this poor creature?!
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How do I discover hidden rooms? I see them on the map (found an item that reveals the entire floor) but I don't know how to get to them, tried the blanks and everything.
And how do I find them without that map item?
 
How do I discover hidden rooms? I see them on the map (found an item that reveals the entire floor) but I don't know how to get to them, tried the blanks and everything.
And how do I find them without that map item?

Secret rooms can be opened by blanks, unless they're special secret rooms opened by other things. I'm not quite sure how to reliably find them, but usually the path to them will be cracked. I think you're supposed to create those cracks by shooting the wall with a non-starter weapon, but honestly I don't know. Right now I'm still in the stage where I need the map to find them.
 
Secret rooms can be opened by blanks, unless they're special secret rooms opened by other things. I'm not quite sure how to reliably find them, but usually the path to them will be cracked. I think you're supposed to create those cracks by shooting the wall with a non-starter weapon, but honestly I don't know. Right now I'm still in the stage where I need the map to find them.

Huh weird, maybe I was in the wrong room then. Do I have to stand close to them when I use the blanks?
 
How do I discover hidden rooms? I see them on the map (found an item that reveals the entire floor) but I don't know how to get to them, tried the blanks and everything.
And how do I find them without that map item?

To open the hidden secret room entrance use a blank. You can discover secret room by shooting walls with a gun that uses ammo and a crack will appear if is the right place, than you use a blank to opens it.
 
How does the game track progress, per character or per account?

So if a friend plays local coop on my ps4, is he just helping me progress or can he take his character back home with him?
 
What is the consensus on controls for PC?

Better to play with KB&M or Controller?

I always seem to get further with controller but I am sure it is because of luck!
 
Yes you need to get lucky for most of those, but so do you in BoI. There are also plenty of items that can make you not even need to shoot most of the time!
I don't know in Spelunky because I've never played it, but saying you can't adapt and that there's no flexibility in EtG seems wrong to me. I'll even argue it's much easier to turn a run around in EtG than in BoI, cause in Isaac past a certain point if you've been screwed by RNG it's incredibly hard to get good amounts of damage, while in EtG one good gun can completely flip a run on its head.

I can agree with you on the lack of coloured variants though, it would add a nice touch, even if I think the scaling hp is fine. There is also some functional overlap over some weapons, but at the same time there are so many weapons that it's hard to get that overlap on a run.
I'd also argue that the dodge roll makes Enter The Gungeon way more skill centric than BoI or Nuclear Throne ever were. With correct timing and dodging at the right angles, you can basically dodge anything. So even if you're having a bad run, you always have that powerful dodge roll at your disposal
 
btw, it seems that the game does not drop keys for the jail cells in co-op

I played for hours with my brother and we never got a key to open them, as soon I played alone the keys spawned again...
 
What is the consensus on controls for PC?

Better to play with KB&M or Controller?

I always seem to get further with controller but I am sure it is because of luck!

Tried both, sticking with KBM. Controller is fine but it has some issues with me.

btw, it seems that the game does not drop keys for the jail cells in co-op

I played for hours with my brother and we never got a key to open them, as soon I played alone the keys spawned again...

Report it on the technical steam forum or the game forum. Sounds like a bug.
 
Here is a little trick for getting some quick money:

You can shoot of the locks from chests with guns that have finite ammo. This sometimes result in you getting the items inside the chest, but most of the time you will get some junk. If you give this passive and useless item to the little guy under the grate he will give you a bunch of money. There's a gold shell in it for you which is worth a lot (don't know the exact amount. I managed to gather 3 junks in my most recent run so I was pretty much loaded.
 
I think giving the enemies a colour scheme to show their level of veterancy might help a lot.
Also having three items standard in the shop: a key, an ammo box and a full heart might be helpful (although that could flip the difficulty of towards being too easy)
And I would love if they made the dog sidekick more useful by either increasing the rate it finds items or barking at walls that have a secret room attached. (In general I think the secret rooms are handled in a worse way that for example isaac)
 
I think giving the enemies a colour scheme to show their level of veterancy might help a lot.
But...the game already has that. Check out the encyclopedia, the different colored mages/books/etc are different/more powerful variations whose colors indicate their level of veterancy
 
Here is a little trick for getting some quick money:

You can shoot of the locks from chests with guns that have finite ammo. This sometimes result in you getting the items inside the chest, but most of the time you will get some junk. If you give this passive and useless item to the little guy under the grate he will give you a bunch of money. There's a gold shell in it for you which is worth a lot (don't know the exact amount. I managed to gather 3 junks in my most recent run so I was pretty much loaded.

Oh wow that's super useful, and I never would have found it on my own anyway.
My main problem at the moment is getting good at dodging the more chaotic bullet waves from bosses. I can get through most chambers without getting hit but I almost always lose a ton of health on bosses :(
 
I think the mega man gun is one of the best guns of the game (against normal enemies, not bosses). You can take out most enemies in one or two charged shots, and you can charge the gun before entering a room. The gun comes with 200 ammo so it's also incredibly efficient.
 
The two best guns I've come across so far are the Shock Cannon which looks like a AA battery with gun grips on it and the gun that is a spine attached to an ak 47. Its bullets will throw out extensions to hit enemies that aren't directly in their path, really helpful for bosses like beholster.
 
But...the game already has that. Check out the encyclopedia, the different colored mages/books/etc are different/more powerful variations whose colors indicate their level of veterancy

The problem is they do correspond to their ability level, not their level of hp. So I get green and red books on level one, and they both take 2 crossbow bolts to kill. Then I get to level three and I'll also have red or green books show up but suddenly their HP increased without giving me an indicator.

I should've quoted the earlier poster who was mentioning that...
 
Enemies have increased health for every floor you go down. You know what floor you're on; there is no need for an indicator once you realize this is happening.
 
Enemies have increased health for every floor you go down. You know what floor you're on; there is no need for an indicator once you realize this is happening.

Yes there is a need for it, because it's hard figure out how strong certain weapons/enemies are. Look at Binding of Isaac.
Say you have that standard red fly enemy. It takes two standard tears. No matter what level you are on.
If it has a different color, it displays veterancy or some possible status effect, etc. And from that I know that it will be harder to kill.
Either make a new enemy type or give them colors based on their strength.

This makes it easy for you to judge how many hits it will need to bring down. Pretty standard stuff if you ask me...

Seeing as I just have to look at an enemy to know how strong it is/ how many hits it takes to bring it down is way faster than having to remember what floor I'm on and then depending on the color it will take different amount of hits...
 
I certainly wouldn't want them to resort to different colors for the ever increasing enemy health because they already use different colors to indicate different enemy behaviors and that would get incredibly confusing, and the only real status effects are jammed enemies which are incredibly easy to notice with their extremely distinctive color, and the boosted enemies which have the green arrow. Making new enemy types is not easy, and you would need at least 4 additional ones per currently existing enemy because every floor has a different health value for a given enemy type; this is not reasonable. The only reasonable solution to your complaint is to add a health bar to every enemy. I'm ok with this as long as it is an option, because I don't need more visual clutter.
 
I certainly wouldn't want them to resort to different colors for the ever increasing enemy health because they already use different colors to indicate different enemy behaviors and that would get incredibly confusing, and the only real status effects are jammed enemies which are incredibly easy to notice with their extremely distinctive color, and the boosted enemies which have the green arrow. Making new enemy types is not easy, and you would need at least 4 additional ones per currently existing enemy because every floor has a different health value for a given enemy type; this is not reasonable. The only reasonable solution to your complaint is to add a health bar to every enemy. I'm ok with this as long as it is an option, because I don't need more visual clutter.

That's the thing, it's not gonna be easy to solve since they went for different design choices than Isaac regarding enemies, veterancy and the visual cues for it...

I for example also think the standard looking bullet type with the eye patch who has better aim and faster bullets is hard to spot in a frantic battle among the standard bullets..

But I'm really nitpicking here. I'm loving this game so far and this will keep me from going back to Isaac for a very long time.

(I really do hope for a small change in the shop and the usefulness of the hunter's dog though)
 
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