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Exit the Gungeon – Test, Action-Adventure, PC, Nintendo Switch


Nomen est omen

This time it is the task of the brave gungeones to escape from the dilapidated pixel dungeon as quickly as possible before everything collapses. The battles were celebrated in the predecessor Enter the gungeon Staged as a twinstick shooter from a top-down perspective, we are now shooting in a standard 2D side view. The ability to fire in all directions is still essential. This is done by the right analog stick, all other actions can be found on the four shoulder buttons: shooting, smart bomb, bouncing and evasive role. The most important thing is that while my hero is in the air, the bullets of the enemy cannot harm him. So I can cheerfully roll or jump through bullets without damaging my heart; there will only be a deduction if a bullet catches me standing or running.

Boss duel: The killer kitty in her mobile reminds of Dr. Robotnik’s companion from various Sonic games.

-However, enemies and shining red projectiles are so numerous that surviving in Exit the Gungeon is not child’s play. On the contrary: Already in the first scenes, a complete run only takes 25 minutes, the cute pixel monsters heat you up. A short flashing crosshair shows where the next enemy is spawning – when it is there, you have to be prepared for different attacks: some enemies snip or have ramming attacks, others spit out colorful ball floods, dumb blobs only egg around, flying ghosts grab from all directions. And you are right in the middle of it and try to keep the superiority in check with a total of over 100 cannons. Many of them are known Enter the gungeon – but that’s not too bad, since they were pretty creative. There are guns that shoot guns, a tentacle laser, wooden thrower, egg cannon, electric guitar, bubbler dragon, plus a variety of conventional MGs, shotguns and rocket launcher.

Not a routine!

The number of 2D areas is manageable, but the stages are definitely nicely built.

The number of 2D areas is manageable, but the stages are definitely nicely built.

-At the heart of the game mechanics and a bad idea is that your weapon is automatically replaced by a new weapon from the immense weapon pool every approximately twenty seconds. By chance! Playing without conceding a goal is supposed to result in a better Ballermann, but in fact you still get a stupid pea pistol regularly, even though you have proven that you have not made a mistake. The constantly changing weapon is indeed an unpredictable game element, which means that none of the tendency to repetitive runs is completely the same as the previous one. On the other hand, it prevents a good feeling when you receive a powerful weapon, because you know that it will be gone after a few seconds. In addition, some widowmakers are simply weak, boring, poor in handling or annoying with perceived charging time.

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