![]() ![]() Between your incredible agility, responsive controls, and overall frenetic gameplay, this game moves at an incredible clip. Returning are the blanks, where you can wipe the screen of all incoming projectiles with the press of a button. Learning their patterns comes in time, but it can be completely overwhelming the first few. This is decidedly a shorter experience, but one you’ll want to have again and again.Įxit the Gungeon retains the difficulty of its bosses and bullet hell nature of their attacks. A complete run in Exit the Gungeon will take place across fifteen levels or so, and you’ll fight around ten bosses to see it to completion. It’s something I’m still getting used to, but never truly bothered me.Īside from the weapons and items, there’s unlockable characters to find and play as. In addition, there’s no ammo due to the frequency the weapons swapping out. Since the guns change on their own, you don’t choose what you fire or when. As with its original mobile design, it removes the need (or in most player’s cases, the want) to manage their guns. As you accrue a multiplier as you kill enemies, more powerful weapons will be bestowed upon you in the rotation. Along the way you’ll acquire power-ups, or perks that help your in your ascent. As the story goes, a sorceress blesses your gun, causing it to change every thirty seconds or so. Between the actually shooting, dodge rolling, jumping is a simple yet effective addition for the new view.Ī divisive change is that you now have an ever-changing gun. This is a necessary part of your survival as you play through Exit the Gungeon. A key feature and running joke here is that you can now do a vertical dodge, or more commonly known as a “jump”. It smartly remembers the last character you played, in order get to the action faster. ![]() There’s a varied number of characters to select from, outside of the default four. Rooms are smaller, as are most engagements, but it’s still an odd omission. It’s somewhat predictable and rote, but it’s an altogether different experience than its predecessor you have to reprogram your mind over.Ĭreating cover, a trademark feature in Enter the Gungeon, is inexplicably missing here. You’ll follow a loop of: ride elevator, fight waves of enemies, get trapped in a room, buy from a shop, fight a boss, and repeat until you exit said gungeon. The narrower focus for this spin-off lacks the exploration over Enter the Gungeon, opting for a more linear experience instead. While Dodge Roll was always planning to release this on other platforms, Exit the Gungeon originally had been designed to work on Apple Arcade, complete with controller support. Exit the Gungeon is a tightly packed adventure that’s better enjoyed in short bursts, and captures what worked well in Enter the Gungeon, but on a smaller scale. The shift from an overhead to a side perspective has its ups and downs, mostly ups. Exit the Gungeon is admittedly a bite-sized game in size and scope, and this self-proclaimed ‘dungeon climber’ has finally left the exclusivity on Apple Arcade for PC and Switch. You’ve Entered the Gungeon, now it’s time to Exit the Gungeon. ![]()
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