![]() ![]() The Gungeon has become a paradox and is collapsing! Exit the Gungeon is a small, arcade-style, spin-off 'dungeon climber' that immediately follows the adventures of the misfit Gungeoneers attempting to survive a series of increasingly dangerous elevators and countless waves of enemies. Summary: Exit the Gungeon is a small, arcade-style, spin-off 'dungeon climber' that immediately follows the adventures of the misfit Gungeoneers attempting to survive a series of increasingly dangerous elevators and countless waves of enemies.I guess if your only gaming system is a mobile device Exit the Gungeon could be a great game for you, but otherwise, I don’t see it being worth most people’s time, especially when compared to other games in this saturated genre. Today, that comes with an asterisk as the Nintendo Switch has a great selection of similar rogue-like titles available for essentially the same price. A decade ago, that might’ve made Exit the Gungeon‘s strength it’s portability as a mobile title. Additionally, rogue-like games typically have so much replay value, that many players don’t need a reason to expand past the ones they really love. However, I am reviewing this title in 2020 there is a massive catalog of rouge-like games that do everything Exit the Gungeon does, and many that do what is presented here even better. The cartoon graphics are really cute, guns are very creative and unique, and the combat can be exciting with strong weapons. I think that Exit the Gungeon is a really-well done mobile game, and if I was taking the subway into work, or in middle school looking for a game to play on my phone during lunch, I would be playing this game. It might sound like I am being extremely harsh on Exit the Gungeon, but I’m not trying to come off that way. This element honestly makes the game’s form of progression feel pretty meaningless as you’ll still find yourself rolling horrible weapons like the long-charging blunderbuss during challenging fast-paced boss fights. Additionally, you have no idea whether that minute will be well-spent shredding a difficult boss, or absolutely wasted battling basic throwaway enemies on the elevator. This means that even after you’ve unlocked an extremely powerful weapon, you might only get to use it for 1 minute of a 30-minute run. That’s because in Exit the Gungeon every 15-ish few seconds your gun randomly rerolls, giving you another gun you’ve unlocked. The issue is that even unlocking new weapons doesn’t really feel like progression. After each run, you’re sent back to “The Breach”, a safe-haven where you can switch between playable characters and spend your hard-earned credits on cosmetics or new weapons. Exit the Gungeon does away with that randomized element in its level design, making even a single run feel pretty boring and repetitive environmentally.Īnother element missing in Exit the Gungeon is a feeling of progression. Even in a title like Risk of Rain 2, where the same planets are repeatedly cycled through, other elements like chest and teleporter locations are randomized. Games like Spelunky and The Binding of Isaac feel different each run because of their randomized environments.
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