Out_Of_Ammo
Member
Yeah Gorgun and Bullet twins are probably the easiest bosses. That tank though holy shit. Only time I managed to beat that thing was when I had the fightsaber, and even then I lost 3 of my 6 hearts...
Yeah Gorgun and Bullet twins are probably the easiest bosses. That tank though holy shit. Only time I managed to beat that thing was when I had the fightsaber, and even then I lost 3 of my 6 hearts...
The Tank goes from very difficult to somewhat easy if you have even a single movement speed pickup.
I'd personally rank Gatling Gull and Blobulord as easier than the Bullet Twins, but they are also fairly easy. Gorgun is definitely the easiest boss though.
The Tank goes from very difficult to somewhat easy if you have even a single movement speed pickup.
I'd personally rank Gatling Gull and Blobulord as easier than the Bullet Twins, but they are also fairly easy. Gorgun is definitely the easiest boss though.
No, you can rescue people in the Gungeon that show up in the hub world or gungeon in later runs. You also get a special currency from beating bosses and certain sidequests that you can use to unlock new weapons and items for the pool. There are also several sidequests that you can complete little by little over multiple runs, and several secrets. However, you do always start each run with basic health and equipment.does this have 0 progression from one run to another?
Can bushes, when shoot, sometime produce a heart? (ala homage to Zelda)
Think it happen to me, but not sure, as it was as I cleared the room, but it showed up a little late and exactly as bullet took out the bush, and no smoke animation as it spawned.
Can bushes, when shoot, sometime produce a heart? (ala homage to Zelda)
Think it happen to me, but not sure, as it was as I cleared the room, but it showed up a little late and exactly as bullet took out the bush, and no smoke animation as it spawned.
Key drops definitely were tweaked. Pretty common to finish first chamber with 4+ keys now.
Edit: playing as the Hunter.
Finally, victoly!
Where isthe last piece of the bullet? Is it somewhere after you beat the dragon?
It wouldn't surprise me despite all the staunch defenders saying that the balance was fine. Not the first time a game launched that wasn't play tested enough.
Nah, any breakables environment items like that (other than chests) don't seem to ever drop anything (which is a wasted opportunity IMO). You do however get keys, hearts, and ammo for clearing rooms sometimes, so that's what happened there.
No, you can rescue people in the Gungeon that show up in the hub world or gungeon in later runs. You also get a special currency from beating bosses and certain sidequests that you can use to unlock new weapons and items for the pool. There are also several sidequests that you can complete little by little over multiple runs, and several secrets. However, you do always start each run with basic health and equipment.
It was specifically done to keep the player moving and not need to think about breaking everthing in a room once you clear it, because that would pad out the pacing. Everthing is designed to keep the pacing fast and breezy, from not needing to break things, not needing to manually collect coins, and not needing to backtrack muchNah, any breakables environment items like that (other than chests) don't seem to ever drop anything (which is a wasted opportunity IMO). You do however get keys, hearts, and ammo for clearing rooms sometimes, so that's what happened there.
It wouldn't surprise me despite all the staunch defenders saying that the balance was fine. Not the first time a game launched that wasn't play tested enough.
can someone give me a quick crash course on going deep in this game?
ive played for a couple hours only, and ive gotten to level 4
how many levels are there total?
is there really no way to advance deeper in the game at the start, or you always start at level 1?
is there a general strategy i should be employing? (not in the moment to moment sense, i feel like im already getting pretty good at that - just like, itemization or character or whatever, things i may not be aware of)
im assuming you open up all the boarded doors in this starting area.
that Monsters and Monacles game looks so much like Gungeon. Art wise that is. Well and gameplay lol
I hardly think that having too few keys means the game 'wasn't play tested enough'. It's not as if having less keys made the game mechanically worse, just different, harder, with more early game risk-reward.
If people didn't like that that's fine but I don't feel like it's objectively better or worse either way, and ultimately it just comes down to wanting an easier game. It's not like end-game runs weren't finishing the game with 10+ guns and countless passives. So anyone who found themselves permanently starved of items was doing something rather odd.
that Monsters and Monacles game looks so much like Gungeon. Art wise that is. Well and gameplay lol
It's almost as though the 10+ guns/countless passives contributed to the fact people were finishing the game? Like key drops are super important because they're the main thing that determine that you'll get a powerful item combo?
The key drop rate sucks because it doesn't feel like risk/reward at all, just you're going to have a harder time if keys don't drop. If you get 1 key on a floor you'll open the highest tiered chest, if you get 2 you can get both, 3+ and you might actually be able to unlock locks on doors. There's not much strategy behind it.
I just honestly think the game would be much better if it didn't have keys at all. Just feature a tougher difficulty mode for the "hardcore".
I hardly think that having too few keys means the game 'wasn't play tested enough'. It's not as if having less keys made the game mechanically worse, just different, harder, with more early game risk-reward.
If people didn't like that that's fine but I don't feel like it's objectively better or worse either way, and ultimately it just comes down to wanting an easier game. It's not like end-game runs weren't finishing the game with 10+ guns and countless passives. So anyone who found themselves permanently starved of items was doing something rather odd.
You're probably in a similar position I was in when I first started as I made it to floor 4 on my first few runs too, but then it took me some 10 more to actually beat the game.
In regards to items, you really just pick up whatever you can, though doing things like prioritising keys (black chests are best, brown is worst) and chests can help. Completing the cell quests (unlocking people from the cells) also helps, as they feature as vendors and other event distributors in the dungeons, often giving opportunity for an extra gun, hearts or keys.
When I first played I didn't know what any of the statues did, so learning about all of those and what you can sacrifice for extra rewards is very helpful too. Using the meta currency to buy as many passives as you can is a good idea. Many of them like larger bullets, extra damage, etc. have a huge impact on the efficacy of your weapons so getting those into the dungeon as possible drops is really helpful.
In terms of using your guns I personally found that I would try to find one 'boss weapon', then I would use that weapon to kill all bosses, picking up ammo for it as a priority, then I would use the rest of my weapon pickups as if they were dispensable.
I don't want to take a bunch of space in the Gungeon thread to talk about Monsters & Monocles - but if anyone wants more details about it feel free to PM me. There's surface similarities that you get across all dual stick shooters, but in practice the games play quite a bit differently.
Back to Gungeon- What the heck do I do with the altar? I keep coming across it but it always says "do nothing" when I approach it.
So anyone who found themselves permanently starved of items was doing something rather odd.
well, if the devs thought the same, they wouldn't have addressed it in a patch. Case closed.
That's a very simplistic outlook and I don't see the harm in debating the benefits and disadvantages of design decisions. Why would that bother you? I wasn't saying they should change it back either way.
Developers change their games design for many reasons, but accessibility and matching the communities expectations are often among those factors and it's not realistically possible to dissociate those incentives from what the developer originally wanted from the game. Ultimately if people complain about a relatively small gripe, a developer will often compromise it's design for what the community want, but I don't feel that always means that the decision is what they originally wanted for the title, moreover it doesn't mean that the alternative decision didn't bear its own set of merits.
Ultimately I didn't say I had a problem with them patching in early game keys, what I was saying, is that I wasn't having an issue with early game keys and I feel that for many people who are complaining, patching early game keys isn't going to make much of a difference.
No, you can rescue people in the Gungeon that show up in the hub world or gungeon in later runs. You also get a special currency from beating bosses and certain sidequests that you can use to unlock new weapons and items for the pool. There are also several sidequests that you can complete little by little over multiple runs, and several secrets. However, you do always start each run with basic health and equipment.
I'm still on the fence about this game but I think I would have liked it better if you could pick the starting gun when doing a new run in order to make the guns you found/bought so far more useful. For them to only show up as random drops or treasures after you purchased them (if I got that correctly) seems like it might lead to you rarely seeing certain guns, let alone becoming attached to favorites. The same goes for passive things like life or abilities not carrying over, which if true, might bum me out as well.
There are balance issues, and it happened far more than it should have. Lack of player agency is a design failing, not a feature. I'm just glad that some acknowledgement has been made regarding this and corrections were made. I'm liking the game but some design choices have just been frustrating, not in a good way.