Enter The Gungeon |OT| Praise the gun

I managed to kill the pilot's past. I totally didn't expect
the shoot em up phase.
.

The singularity device and the compressed air tank are incredibly good against bosses, I easily beat three of them without losing any health.
The sharks were unable to reach the dragun though.
 
I managed to kill the pilot's past. I totally didn't expect
the shoot em up phase.
.

The singularity device and the compressed air tank are incredibly good against bosses, I easily beat three of them without losing any health.
The sharks were unable to reach the dragun though.

Singularity and the fightsaber just killed the pilots past for me too just now lol. Fightsaber makes you invincible while dealing big swarms of dmg back to dragun it's incredible and singularity hits like a truck. Yet to see compressed air tank.

Couldn't really lose though I mean this was just before the high Lord who also with a fightsaber can't touch you.
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Singularity and the fightsaber just killed the pilots past for me too just now lol. Fightsaber makes you invincible while dealing big swarms of dmg back to dragun it's incredible and singularity hits like a truck. Yet to see compressed air tank.

Couldn't really lose though I mean this was just before the high Lord who also with a fightsaber can't touch you.
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damn!
 
How often are people getting items that really synergize with their weapons? Every run I do has me at the fourth or fifth chamber but even by that point my character still feels very lost and directionless in terms of item build and strategy. It frankly feels like every bad run in Isaac.
 
Man alive, those rainbow chests!!!!

Also, just wondered if anything had been mentioned about how RNG the RNG actually is?, not sure if it's just my impression of whats happening, but it seems to me that there is a fair bit of fudging of the RNG going on......
 
How often are people getting items that really synergize with their weapons? Every run I do has me at the fourth or fifth chamber but even by that point my character still feels very lost and directionless in terms of item build and strategy. It frankly feels like every bad run in Isaac.

Not that often. I feel compared to Isaac this game is more about practicing (dying a lot) and getting better with even garbage guns, passive and active items. When you do get some decent stuff you'll steamroll.

For example: I play mostly as marine and I can clear Chambers 1 - 3, not counting all 3 bosses, with the marine pistol usually without getting hit. I regularly switch to it on Chamber 4 and sometimes even 5 to conserve ammo. Early days I would've got crushed on the 3rd Chamber trying that. If I'm rolling in guns not suited to use on bosses I obviously don't do this though.
 
I wish the game had a guarantee of giving you a good gun at the end of level 3. Not to make it unbalanced but I feel far too often you get to level 4 and have nothing but trash guns and the last 30 minutes are now a complete waste.

Also, I think level 1 should be shortened. Make that floor like a max of three rooms, a shop, and the boss. As it stands now, it's not difficult and feels mostly tedious but I do like playing it for the weapon after beating the boss. I think it could be tweaked some to lower the tedium.
 
I wish the game had a guarantee of giving you a good gun at the end of level 3. Not to make it unbalanced but I feel far too often you get to level 4 and have nothing but trash guns and the last 30 minutes are now a complete waste.

Also, I think level 1 should be shortened. Make that floor like a max of three rooms, a shop, and the boss. As it stands now, it's not difficult and feels mostly tedious but I do like playing it for the weapon after beating the boss. I think it could be tweaked some to lower the tedium.

Only 3 rooms is a bit of a harsh change. That'd leave you with barely any money going into floor two. Maybe the first floor shouldn't have so many double or triple spawning rooms.
 
What are those large empty rooms on the mine level for?, the ones with bits of track suspended in the gaps?, I guess there is a reason for them?
 
What are those large empty rooms on the mine level for?, the ones with bits of track suspended in the gaps?, I guess there is a reason for them?

If it's the room I'm thinking of, it's a bit of a jumping puzzle -- if you hop in the cart you'll follow an invisible track that will lead you to another cart, etc. There's a component for the Bullet That Can Kill the Past at the end of it.
 
Sounds like that's it, cheers

Nice positive(ish) review from Superbunnyhop

https://www.youtube.com/watch?v=RSHoVQqF0vI

He whines a lot about it being hard. Even suggesting at one point that it's more difficult than Japanese schmups.

It's really, really not. Even compared to something like Jamestown (a relatively easy schmup), Gungeon is pretty easy. He even goes as far to suggest that certain boss bullet spread patterns are near undodgable, when they're not. When he suggests that he shows a clip of him rolling into Canon Balrog in the corner.

It just seems that he had a really hard time with the game and didn't really 'get it'. To be honest.

Honestly I think some people enjoy this genre because they enjoy the behavioural aspects of game design that stem from the variable reinforcement mechanisms afforded by the heavy reliance on random generation in games like Issac. In that regard they enjoy games like Issac for the same reason that my mother enjoys playing Candy Crush, the idea that with 'one more go' the variables will align and grant me a win. That element of a rogue-lites design has less emphasis in Enter the Gungeon, but that doesn't mean it's bad, unbalanced or too hard, it just means that game expects more from the player in regards to influencing their own success.
 
He whines a lot about it being hard. Even suggesting at one point that it's more difficult than Japanese schmups.

It's really, really not. Even compared to something like Jamestown (a relatively easy schmup), Gungeon is pretty easy. He even goes as far to suggest that certain boss bullet spread patterns are near undodgable, when they're not. When he suggests that he shows a clip of him rolling into Canon Balrog in the corner.

It just seems that he had a really hard time with the game and didn't really 'get it'. To be honest.

Honestly I think some people enjoy this genre because they enjoy the behavioural aspects of game design that stem from the variable reinforcement mechanisms afforded by the heavy reliance on random generation in games like Issac. In that regard they enjoy games like Issac for the same reason that my mother enjoys playing Candy Crush, the idea that with 'one more go' the variables will align and grant me a win. That element of a rogue-lites design has less emphasis in Enter the Gungeon, but that doesn't mean it's bad, unbalanced or too hard, it just means that game expects more from the player in regards to influencing their own success.

I think the "whines" were kept to a minimum, and towards the end of the review, and the rest of it was mostly positive, but yeah, I don't think he "got it" either.

I think you've hit on an interesting point about why people enjoy this (these) type(s) of game, I would imagine I enjoy it for different reasons to other, and I view the RNG with suspicion (the game hands you a "run in a million" every now and then, where as most are a bit of a struggle to get decent pickups), I also think that there is too much reliance on RNG, and (apart from the obvious) not that much reward for a good player (in terms of items, money, pickups etc), it's missing some kind of action-reward gameplay loop, the coolness stat does try to do this, but not enough, where as others might see that complete randomness as a draw.

Even with it's faults, the game is slick as heck, and polished to the nth degree, I think that most people, even those who don't like it's constituent parts (bullet hell shmups, twin stick shooters, rougelikes) could find something in the game.
 
How often are people getting items that really synergize with their weapons? Every run I do has me at the fourth or fifth chamber but even by that point my character still feels very lost and directionless in terms of item build and strategy. It frankly feels like every bad run in Isaac.

This for me. I have watched a few streams just to see if there is something I am missing, but successful runs online seems to get weapons and items that really work well to devastate rooms and bosses, while I have yet to really have such luck. Still, can't seem to rip myself away from trying despite.
 
The reason you don't get "synergies" in gungeon is because you get multiple guns. You only get one set of tears in Isaac, so the items you get add on to that one set, changing them in synergistic ways. You don't get a bunch of stuff to add on to your starting gun in gungeon. You get more guns. That's how you make your build and what defines your run. And then when you add certain passives and actives on top of that, you get many different kinds of runs that require different approaches. And certain passive combinations are really good. You'll get things that feel like they combo well sometimes. But you're not getting "synergies". You won't turn your starting gun into a whirling death scythe that homes in on enemies. But you might get a completely separate gun that shoots whirling death scythes and then also find the homing bullets passive.
 
How often are people getting items that really synergize with their weapons? Every run I do has me at the fourth or fifth chamber but even by that point my character still feels very lost and directionless in terms of item build and strategy. It frankly feels like every bad run in Isaac.

The more items you unlock the more runs you'll end up with great synergy. It's hard to say how often it happens but it's definitely happening a lot more for me now than it did when I first started playing. I've bought everything from all the shops except the gun that cost 100 credits, so my weapon/item pool is pretty big. One of the better combos I had was the Owl (randomly fires blanks) and Chaos Amulet (poison, freezes, burns, stuns, during blank), so friggin' good.

Good synergy and good play can lead to some pretty impressive stuff

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While I agree with doing something to lower the tedium of Chamber 1 without hurting overall game balance, I do worry about the number of people reporting extreme difficulty in beating Chamber 1. Perhaps the Gungeon should 'become harder', like in BOI, after you clear Chamber 5 once or twice, making the 1st and 2nd floors harder, but starting you with a couple random guns to spice it up?
 
The more items you unlock the more runs you'll end up with great synergy. It's hard to say how often it happens but it's definitely happening a lot more for me now than it did when I first started playing. I've bought everything from all the shops except the gun that cost 100 credits, so my weapon/item pool is pretty big. One of the better combos I had was the Owl (randomly fires blanks) and Chaos Amulet (poison, freezes, burns, stuns, during blank), so friggin' good.

Good synergy and good play can lead to some pretty impressive stuff

That sounds awesome, more of this please :)))
 
While I agree with doing something to lower the tedium of Chamber 1 without hurting overall game balance, I do worry about the number of people reporting extreme difficulty in beating Chamber 1. Perhaps the Gungeon should 'become harder', like in BOI, after you clear Chamber 5 once or twice, making the 1st and 2nd floors harder, but starting you with a couple random guns to spice it up?

It does do that. Floor 1 becomes harder the more you play it. More enemies will spawn and more difficult enemies. Not sure exactly when it happens. There's also an NPC you unlock who randomizes your guns through a run.

I think adding more characters would help with early game variety. There are so many crazy items and weapons, they could make some interesting starting load outs. I'd like to see a character with lower health but increased speed. Or maybe a character with one heart but starts with Wax Wings Or someone who starts with a melee weapon and a passive that buffs it somehow.. Things like that, that change up the play style.
 
It does do that. Floor 1 becomes harder the more you play it. More enemies will spawn and more difficult enemies. Not sure exactly when it happens. There's also an NPC you unlock who randomizes your guns through a run.

I knew I wasn't imagining things. I got a "summon enemies statue" room on my first room on the first floor and immediately died once bc it summoned enemies from floor 2-3
 
It does do that. Floor 1 becomes harder the more you play it. More enemies will spawn and more difficult enemies. Not sure exactly when it happens. There's also an NPC you unlock who randomizes your guns through a run.

I said that happened a while back, people told me I was imagining things.
 
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First time! Wooo!

Liquid Valkyrie makes the game kinda easy though. And Green Guan Stone kept healing me during The Wall fight. My guns were pretty much shit against bosses so those 2 items carried me.
 
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First time! Wooo!

Liquid Valkyrie makes the game kinda easy though. And Green Guan Stone kept healing me during The Wall fight. My guns were pretty much shit against bosses so those 2 items carried me.

Magnum, Sling, and Frost Giant make good boss weapons. I see people use the Magnum to clear rooms and I'm like damn yo, save that for the boss. The Blooper is solid against bosses but it's so good to clear rooms I generally use it for that.
 
I think adding a Gun Muncher to every store, or maybe at least guaranteed ones on floors 2 and 4, would be a welcome change. They're already a gamble so it wouldn't imbalance the game and it would be a nice way to know for sure you can mix things up if you get some bad drop luck early- or mid-game.
 
Only 3 rooms is a bit of a harsh change. That'd leave you with barely any money going into floor two. Maybe the first floor shouldn't have so many double or triple spawning rooms.
Three rooms probably is a harsh change but the floor needs to be shorter. Maybe reduce respawning, like you said.
 
Magnum, Sling, and Frost Giant make good boss weapons. I see people use the Magnum to clear rooms and I'm like damn yo, save that for the boss. The Blooper is solid against bosses but it's so good to clear rooms I generally use it for that.

Frost giant is just so fun to use for clearing rooms though so I use it for that.

I hate the sling. I get that it does increased damage against bosses, but I hate thinking about charging each shot while dodging bullets. I feel like the overall DPS is lower than a gun I can just fire away while dodging.

This was my first run with the freeze ray too. I was shocked to see how much t slowed down bosses when you keep it on them. Made getting a flawless on the first 2 bosses really easy.

Was shocked after i fonished floor 1 to discover u dont get health refilled. I will never get through this game :(

You get health pickups while you play and you can buy them from the shop. Usually a boss will spit out some health upon dying as well. I thought the game was going to be impossible for me as well but I finally managed it. Item RNG plays a big part though. I probably won't beat it again for another 20 runs....
 
I hate the sling. I get that it does increased damage against bosses, but I hate thinking about charging each shot while dodging bullets. I feel like the overall DPS is lower than a gun I can just fire away while dodging.

The fact that you can charge it while dodging is what makes it so good, as that essentially negates its downside and makes it have higher DPS than a lot of the auto or semi auto weapons.

Also you can kinda let go of the charges significantly earlier than when the sound or the visual effect shows up and it will still work.
 
Well I had an amazing run going with 8 heart containers heading into level 5. Game hard-locked on the Generating screen.

First time this has happened :(
 
Do blanks/armor breaking reveal secret walls? Twice I've cleared the first room and had this room to the side with an open chest just there..

I've noticed open rooms because it shows hearts, keys and chests when checking my map a room over too. I don't know if it's what you said and I just didn't notice or something else triggering them. It's usually Chamber 1 though and that's not very hectic.
 
Do blanks/armor breaking reveal secret walls? Twice I've cleared the first room and had this room to the side with an open chest just there..

Yea, but you can also find them by shooting at walls with guns that have finite ammo (so not starter weapons) to see if it starts breaking. Beyond that, I still don't know if there is a way to figure out where a secret room will be or if they even spawn outside the first floor.
 
I've noticed open rooms because it shows hearts, keys and chests when checking my map a room over too. I don't know if it's what you said and I just didn't notice or something else triggering them. It's usually Chamber 1 though and that's not very hectic.

Hm. I always play as the marine and both times it happened it was because I lost my armor.

Yea, but you can also find them by shooting at walls with guns that have finite ammo (so not starter weapons) to see if it starts breaking. Beyond that, I still don't know if there is a way to figure out where a secret room will be or if they even spawn outside the first floor.

Gotcha, I see~
 
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