Enter The Gungeon |OT| Praise the gun

Every time I think I have a favorite weapon I pick up something new that becomes my new favorite. I tore up floors 4 and 5 with the Bullet Bore and Alien Engine combo, they work really well together. Than I got The Membrane on 5. Probably my favorite shotgun in the game so far.
 
keyword: optional. the game can still be plenty enjoyable even without the die-and-start-all-the-way-over mechanic. it could also help people get used to playing before tackling the unforgiving normal mode. i pretty much side with Jim Sterling on this issue, as far as adding easy modes to these new "git guud" ultra hard permadeath games like roguelikes and souls and what not.

i know not many agree but they aren't going to change my mind.

The purpose of any roguelite/like is to learn through trial and error how to succeed. This means learning from mistakes until you're good enough to consistently beat the game.

Suggestions like checkpoint systems or easy modes come from expectations that this game works like other games. That one a level is beaten it doesn't need to be replayed and that once the final boss has been defeated the game is over and the player can move on.
In actuality completing a run is pretty much finishing the tutorial in these games. The idea is to keep repeating the entire game until you can kick its ass over and over.

People say these games have no progression from run to run but they do, it's just happening within the player instead of on the screen. Allowing players to opt into an easy mode with checkpoints allows them to learn the ins and outs of The Gungeon in a way that defeats the purpose of the genre. It's like saying that a puzzle game should have an easy mode with hints and then when players beat that they can play the game as intended, even though beating the game with hints ruins the real intended experience.
 
*Checks changelog. Oh nice, they rebalanced the drop rate for keys. That's awe...some...

Oh...*


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Just finished a run where I got the Ghostbusters gun that got me to floor 4 until all these brand new enemies with new tricks mauled me.

Love the Ghostbusters gun, it basically let's you shoot from behind cover by arcing the beam.
 
The purpose of any roguelite/like is to learn through trial and error how to succeed. This means learning from mistakes until you're good enough to consistently beat the game.

Suggestions like checkpoint systems or easy modes come from expectations that this game works like other games. That one a level is beaten it doesn't need to be replayed and that once the final boss has been defeated the game is over and the player can move on.
In actuality completing a run is pretty much finishing the tutorial in these games. The idea is to keep repeating the entire game until you can kick its ass over and over.

People say these games have no progression from run to run but they do, it's just happening within the player instead of on the screen. Allowing players to opt into an easy mode with checkpoints allows them to learn the ins and outs of The Gungeon in a way that defeats the purpose of the genre. It's like saying that a puzzle game should have an easy mode with hints and then when players beat that they can play the game as intended, even though beating the game with hints ruins the real intended experience.

Well said. It's learning which combinations work well together. It's learning secret rooms and boss patterns. It's unlocking stuff that can help in future runs. I have played completely blind and feel like I still have a ton of stuff to figure out.
 
Man the Exploding Bullets upgrade is as awesome as you think it would be. Doesn't work 100% of the time but when it does, man it feels good.
 
Just beat it for the second time with the Pilot. I lucked out and got the BSG which made floor 5 a joke.

Now that I've fought Dragun a handful of times, I don't think he's too bad. One of his attacks I'm not sure how to dodge though. I'd say High Priest is the worst boss for me now mostly because I've only fought him a couple times and have no practice with him.
 
The purpose of any roguelite/like is to learn through trial and error how to succeed. This means learning from mistakes until you're good enough to consistently beat the game.

Suggestions like checkpoint systems or easy modes come from expectations that this game works like other games. That one a level is beaten it doesn't need to be replayed and that once the final boss has been defeated the game is over and the player can move on.
In actuality completing a run is pretty much finishing the tutorial in these games. The idea is to keep repeating the entire game until you can kick its ass over and over.

People say these games have no progression from run to run but they do, it's just happening within the player instead of on the screen. Allowing players to opt into an easy mode with checkpoints allows them to learn the ins and outs of The Gungeon in a way that defeats the purpose of the genre. It's like saying that a puzzle game should have an easy mode with hints and then when players beat that they can play the game as intended, even though beating the game with hints ruins the real intended experience.

In all honest the optional modes could have adding items to pool disabled, achievements dialed and so on. Kind of like using seeds in BOI.

Not agreeing they should add but just throwing that out there.
 
Just beat it for the second time with the Pilot. I lucked out and got the BSG which made floor 5 a joke.

Now that I've fought Dragun a handful of times, I don't think he's too bad. One of his attacks I'm not sure how to dodge though. I'd say High Priest is the worst boss for me now mostly because I've only fought him a couple times and have no practice with him.

I've fought High Priest once and he really fucked me up, more than any time I faced the Treadnaught pre-nerf. His firing patterns seemed way more random than the others.
 
keyword: optional. the game can still be plenty enjoyable even without the die-and-start-all-the-way-over mechanic. it could also help people get used to playing before tackling the unforgiving normal mode. i pretty much side with Jim Sterling on this issue, as far as adding easy modes to these new "git guud" ultra hard permadeath games like roguelikes and souls and what not.

i know not many agree but they aren't going to change my mind.



cool, i was hoping there would be a way to do that. the furthest i can get is dying at a third boss. i've been unlocking a lot of guns and items, and every now and then rescue characters. (so far i only have the king/servant, the witch lady, the green alien in the space suit, the weird dude with the backpack, the shop lady and giant armored dude, and that's it)

i'm losing my mind though looking for cracks in the wall after i read about it early in this thread. anytime i see something that sort of looks like a crack i use a blank or i shoot at it. also didn't know you could shoot chests if you didn't have a key.

Just be aware that you can't create cracks in the wall with your starter weapon, you have to used one of the guns you pick up during a run.
 
Just beat it for the second time with the Pilot. I lucked out and got the BSG which made floor 5 a joke.

Now that I've fought Dragun a handful of times, I don't think he's too bad. One of his attacks I'm not sure how to dodge though. I'd say High Priest is the worst boss for me now mostly because I've only fought him a couple times and have no practice with him.

The attack where the Dragun fires along the side of the screen and then the bullets move towards the middle totally confuses me.

Found a really awesome item combo the other day. Gun Holster that fires a round when you reload and that magic rifle that has one shot in the clip. Really carried me through floor 5, turning enemies into chickens all over the place.
 
So does anyone know if drop rates are influenced by anything? It seems like I barely ever get any on the first floor, but by the time I get late into the 3rd and 4th floor I seem to get ammo drops just as often as I need them (sometimes even 2 drops per room). I'm wondering if speed has anything to do with it. Whenever I'm in later floors I'm using better guns more regularly, and I'm able to clear hard rooms relatively quickly and without taking too much damage. We already know the game rewards us for not getting hit on the bosses, so I'm wondering if it also rewards us for playing well overall.
 
The musical note is one of the finest items I've encountered in the game so far.

It buffs your current gun each time you kill something, the effect is reset to zero if you get damaged or change your gun.
 
The purpose of any roguelite/like is to learn through trial and error how to succeed. This means learning from mistakes until you're good enough to consistently beat the game.

Suggestions like checkpoint systems or easy modes come from expectations that this game works like other games. That one a level is beaten it doesn't need to be replayed and that once the final boss has been defeated the game is over and the player can move on.
In actuality completing a run is pretty much finishing the tutorial in these games. The idea is to keep repeating the entire game until you can kick its ass over and over.

The thing is you can have multiple difficulty modes and still have that same sense of trial & error and progression. The suggestion comes from notable games within the same sub-genre; FTL, Invisible Inc, BoI: Rebirth are some of my favorite roguelites and they all have multiple difficulty levels. For instance, I played FTL on Easy until I could consistently beat it, and then started playing Normal. Did the same thing with Rebirth, beat it consistently on normal & then hard until I got platinum god.

So yeah, I totally see the argument for different difficulty modes especially when it's been done successfully for these types of games over the years without taking away from the experience. They could even have something like not earning hegemony credits in Easy mode or having separate unlocks for each mode (like Isaac) to reinforce that the implied end goal is consistently getting through the game on the hardest mode, and that easy mode is essentially "training".

edit: And when I say Easy mode I just mean a mode than isn't the hardest, or something that's akin to "Normal" in most games. I agree in the sense I don't think there should be a mode that isn't challenging on some level or is a complete walk in park.
 
Speaking of reviews though, Gamespot gave it a 7.0, saying it that the fusion of genres doesn't really work. Can't say I agree with that, I definitely think that score is too low, but then again the game is probably not for everyone.
Thanks for sharing the review. I'm loving Gungeon but I'm pretty much in line with that review, from pros to cons ... Except it does have a "one more time" quality to me, no matter how long my previous runtime. I just enjoy the firefights, even the routine rooms in chamber one with the default load-outs.

I'm excited about the possibility of substantial DLC but I hope they don't mess with the formula much. Despite some of my issues, the current formula works for me.
 
So does anyone know if drop rates are influenced by anything? It seems like I barely ever get any on the first floor, but by the time I get late into the 3rd and 4th floor I seem to get ammo drops just as often as I need them (sometimes even 2 drops per room). I'm wondering if speed has anything to do with it. Whenever I'm in later floors I'm using better guns more regularly, and I'm able to clear hard rooms relatively quickly and without taking too much damage. We already know the game rewards us for not getting hit on the bosses, so I'm wondering if it also rewards us for playing well overall.

This video was posted on the game's sub-Reddit yesterday (starts at 0:41, all the pertinent info is covered in 90 seconds):

Coolness explained

To sum it up: There's a hidden stat called "coolness" which is affected by clearing rooms without taking damage. Once your coolness level reaches a certain point, you'll receive a drop (ammo, key, heart, etc.). Your "coolness" won't decrease or reset if you take damage in a room, it'll just take longer to reach that threshold. So the more rooms you clear flawlessly, the more frequently you'll see drops.

Also, supposedly you won't receive money from any enemy that manages to hit you.

The attack where the Dragun fires along the side of the screen and then the bullets move towards the middle totally confuses me.

Sounds like you're talking about this attack (0:59 in):

Dragun gun attack

Moving to the bottom-center of the room and jumping forward diagonally should do the trick.
 
This video was posted on the game's sub-Reddit yesterday (starts at 0:41, all the pertinent info is covered in 90 seconds):

Coolness explained

To sum it up: There's a hidden stat called "coolness" which is affected by clearing rooms without taking damage. Once your coolness level reaches a certain point, you'll receive a drop (ammo, key, heart, etc.). Your "coolness" won't decrease or reset if you take damage in a room, it'll just take longer to reach that threshold. So the more rooms you clear flawlessly, the more frequently you'll see drops.

Also, supposedly you won't receive money from any enemy that manages to hit you.

Interesting. Makes sense then. Getting more drops on deeper floors because each room is harder, so getting through without getting hit is "cooler". Pretty fun. Guess I'm just gonna have to get a lot better at this game.
 
God damn 5th floor is still giving me so much trouble. Got there with full health and an armor piece, and died on the third room in.

The giant skeleton dudes with the long arms made out of bullets are a pain in the ass, especially when there's other enemies, pits, and barely any cover in the room.

The musical note is one of the finest items I've encountered in the game so far.

It buffs your current gun each time you kill something, the effect is reset to zero if you get damaged or change your gun.

I just got this, seriously awesome item.
 
Sounds like you're talking about this attack (0:59 in):

Dragun gun attack

Moving to the bottom-center of the room and jumping forward diagonally should do the trick.

I think he's actually talking about the attack at 2:18. I usually just sit in the lower left/right corner for that one and dodge the occasional projectile that comes your way. You should only have to worry about ones coming from the opposite direction.
 
I think he's actually talking about the attack at 2:18. I usually just sit in the lower left/right corner for that one and dodge the occasional projectile that comes your way. You should only have to worry about ones coming from the opposite direction.

Oh yeah, you're probably right since that's a much more annoying attack. And yeah, I use the same strategy: run and hide in the corner. Usually there's only one or two bullets that will get close enough to hit me and you can just dodge roll into the corner to avoid them. Once you figure out that attack, it makes the fight so much easier.
 
Oh yeah, you're probably right since that's a much more annoying attack. And yeah, I use the same strategy: run and hide in the corner. Usually there's only one or two bullets that will get close enough to hit me and you can just dodge roll into the corner to avoid them. Once you figure out that attack, it makes the fight so much easier.

Yeah it is that later attack. I'll give that a go, I was sticking to the middle and found it difficult to keep up.

I really like the blessing you can buy after rescuing a certain person from a cell. Makes the game really fun, just wish I had more of that currency to use it.
 
I really like the blessing you can buy after rescuing a certain person from a cell. Makes the game really fun, just wish I had more of that currency to use it.

Yeah it's great. Also showcases how viable/good most of the weapons are, there's not many weapons in this game that are just total garbage.
 
The thing is you can have multiple difficulty modes and still have that same sense of trial & error and progression. The suggestion comes from notable games within the same sub-genre; FTL, Invisible Inc, BoI: Rebirth are some of my favorite roguelites and they all have multiple difficulty levels. For instance, I played FTL on Easy until I could consistently beat it, and then started playing Normal. Did the same thing with Rebirth, beat it consistently on normal & then hard until I got platinum god.

So yeah, I totally see the argument for different difficulty modes especially when it's been done successfully for these types of games over the years without taking away from the experience. They could even have something like not earning hegemony credits in Easy mode or having separate unlocks for each mode (like Isaac) to reinforce that the implied end goal is consistently getting through the game on the hardest mode, and that easy mode is essentially "training".

edit: And when I say Easy mode I just mean a mode than isn't the hardest, or something that's akin to "Normal" in most games. I agree in the sense I don't think there should be a mode that isn't challenging on some level or is a complete walk in park.
It's fine to have a difficulty mode to change enemy hp/damage/amount, but he's asking for a difficulty that fundamentally changes the game(checkpoints/persistent items). Which you shouldn't even be in the genre if you want
 
This video was posted on the game's sub-Reddit yesterday (starts at 0:41, all the pertinent info is covered in 90 seconds):

Coolness explained

To sum it up: There's a hidden stat called "coolness" which is affected by clearing rooms without taking damage. Once your coolness level reaches a certain point, you'll receive a drop (ammo, key, heart, etc.). Your "coolness" won't decrease or reset if you take damage in a room, it'll just take longer to reach that threshold. So the more rooms you clear flawlessly, the more frequently you'll see drops.

Also, supposedly you won't receive money from any enemy that manages to hit you.



Sounds like you're talking about this attack (0:59 in):

Dragun gun attack

Moving to the bottom-center of the room and jumping forward diagonally should do the trick.


That's great to see, one of the biggest problems I had with this game was that there didn't seem to be a real way to get stronger by playing better. To go back to that old comparison staple, in Binding of Isaac you could force yourself into a stronger run by playing better (Not taking damage and getting devil deals) and putting yourself in bad situations (items that work at low health, giving up health in devil deals). It wasn't obvious that you could do the same in Gungeon with the rare exception of the shrine that takes away a heart.
 
Found some magic lady where if you spend 6 hedgemoney she gives you power and your gun auto changes through the run. Its amazing.

Also took that TV to the 5th floor. Hello Mr robot :D

Also finished my second run. Large bullets plus bsg = Pillars dead in 4 shots lol. Dragun is the easiest boss in the game to me. Twice I fought him and twice I only got hit once.

Beehive is the goat gun
 
Found some magic lady where if you spend 6 hedgemoney she gives you power and your gun auto changes through the run. Its amazing.

Also took that TV to the 5th floor. Hello Mr robot :D

Also finished my second run. Large bullets plus bsg = Pillars dead in 4 shots lol. Dragun is the easiest boss in the game to me. Twice I fought him and twice I only got hit once.

Beehive is the goat gun
Imagine Beehive + Metronome + Electric Bullets...yeah, that was one awesome run
 
keyword: optional. the game can still be plenty enjoyable even without the die-and-start-all-the-way-over mechanic. it could also help people get used to playing before tackling the unforgiving normal mode.
One could argue that the elevators are the easy mode. This is true in other Rogue-like/lite games too (Spelunky, Crypt of the Necrodancer, etc).

But beyond that, I just don't see the point of even playing a game like this if you could continue. It'd be like having endless credits on an old stand-up arcade machine. There would be no "game" left to play.
 
Finally reached and defeated the secret boss
Old King
. Dude had a crap ton of health but luckily I made it. I don't think doing it again is worth it though, it makes the run too long and doesn't feel very beneficial.
 
I got a question. I finally got the Tailor guy and when he asked for 3 blanks in the 2nd dungeon to upgrade the elevator I tried to conserve my blanks but ended up fucking it and used all of them. So I left the dungeon. Do I get to do that quest again? And if so will I get the same "get 3 blanks" requirement.
 
It's fine to have a difficulty mode to change enemy hp/damage/amount, but he's asking for a difficulty that fundamentally changes the game(checkpoints/persistent items). Which you shouldn't even be in the genre if you want

Yeah I agree with that, checkpoints have no place here.

I just shoot every chest. Mimics ain't fooling me!

This is the only game I've played where I'm glad to see a mimic, because then I get an item without wasting a key.
 
I got a question. I finally got the Tailor guy and when he asked for 3 blanks in the 2nd dungeon to upgrade the elevator I tried to conserve my blanks but ended up fucking it and used all of them. So I left the dungeon. Do I get to do that quest again? And if so will I get the same "get 3 blanks" requirement.

Yes, your progress with him is actually persistent and doesn't reset.
 
Wow that information posted about 'coolness' and how not getting hit impacts your drops is very important!

Obviously I was trying to avoid getting hit already, but it highlights how much of an impact it has on your run.
 
*Late-game spoilers*

Question for anyone who has beaten the
Lich: How the hell do you dodge the multiple rows of bullets that come from both sides during the 2nd phase? I was doing sorta OK up to that point but I must've lost at least 1 1/2 hearts during that phase as a direct result of that specific attack. I've looked up a couple videos of the fight but in both instances the player either took damage or had to use a blank. There's gotta be a way to dodge that somewhat reliably. If anyone has tips or a link to a good video of the fight, I'd appreciate it.
 
Just got this game a couple nights ago, don't have experience with these types of games outside of hotline miami (dunno if that's even technically the same genre)

anyway got to level 5 and I'm really enjoying it

figured out that room in level 3 with the mine carts and the spikes, didn't realize you could jump from cart to cart at first
 
*Late-game spoilers*

Question for anyone who has beaten the
Lich: How the hell do you dodge the multiple rows of bullets that come from both sides during the 2nd phase? I was doing sorta OK up to that point but I must've lost at least 1 1/2 hearts during that phase as a direct result of that specific attack. I've looked up a couple videos of the fight but in both instances the player either took damage or had to use a blank. There's gotta be a way to dodge that somewhat reliably. If anyone has tips or a link to a good video of the fight, I'd appreciate it.

If I'm thinking of the right attack, you just need to move in the direction in the direction that the row you are in is moving and switch rows before you get to the edge of the screen so that you can start moving in the opposite direction. Basically you just want to stay between the bullets in whatever row you are in as they move.
 
So, I initially thought the Raiden Coil was a boss killing weapon until I actually used it on a room with more than one enemy.

I was very very wrong.
 
So, I initially thought the Raiden Coil was a boss killing weapon until I actually used it on a room with more than one enemy.

I was very very wrong.

Heh, it just popped up in the unlockables shop for me...I looked it up on the wiki, read the description, and immediately bought it. Sounds badass.
 
I'm sure this has been answered but I wouldn't know how to search for it

But what are up with those Bullet Statue rooms? The ones on the tables..with the altar at the end? Like the 6 bullet kin statues?
 
Just lost a run due to a bug...was on level 3 with 4 hearts and somehow I caught fire despite there not being any fire enemies/objects in the room and lost all 4 hearts in about 6 seconds. Thanks game!
 
I'm sure this has been answered but I wouldn't know how to search for it

But what are up with those Bullet Statue rooms? The ones on the tables..with the altar at the end? Like the 6 bullet kin statues?

It's something involving a secret level you can access on the first chamber (by
extinguishing the fireplace via a water barrel/water weapon
). You can retrieve a crest and if you bring it back there, it lets you access a SECOND secret level (never done it myself, though).
 
2nd day of owning this game and I can't get past the first level - how embarrassing. I am normally pretty good with shmups but for some reason I keep rushing this game so I always take a couple of hits before the boss and it's always down to the wire. I may need to turn the auto aim up because I've currently got it to zero. What does auto aim actually do? Does it make my bullets actually fly in a straight line because the randomness of the bullet spray is not a very good design choice imo.

I only like hard games though so i'll stick at it.
 
If I'm thinking of the right attack, you just need to move in the direction in the direction that the row you are in is moving and switch rows before you get to the edge of the screen so that you can start moving in the opposite direction. Basically you just want to stay between the bullets in whatever row you are in as they move.
Thanks, took another look at one of the videos and what you said makes a ton of sense. In motion it didn't originally look like there would be enough space to switch directions but it should be doable.

Just lost to him again on the third phase, too. Although this time I took the majority of my damage mapping out the entire floor before finally finding the boss room.

BTW, small tip for anyone who gets the Scrambler: You know those wizard enemies that catch your bullets and send them back to you? Don't use the Scrambler on them. The returned bullets were homing in on me non-stop even after the wizard was killed and the room was cleared. I kept rolling back and forth for half a minute before eventually getting hit by four of my own bullets. Two hearts worth of damage taken in the end. Lesson learned.
 
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