Exit The Gungeon has its secrets, but it's a much more focused and funnelled experience with seemingly less scope for surprise. There always seemed to be something new to uncover – an inspired new weapon, a groan-inducing gun pun, an exotic item, a hidden character to rescue, a special area to stumble across. One of the great things about Enter The Gungeon was the sensation of limitless discovery. After the shared first level, you might find yourself in a steerable elevator with the Pilot or a series of static rooms that can be cleared in any order with the Marine, to name just two of the four possibilities. While the Gungeoneers aren't as clearly differentiated as they were in the original game, they do each follow a different run of levels. This is something that will improve with time and practice, but don't be under any illusion that the game's smartphone origins will mean an easier ride for Gungeon fans. Thanks to the presence of multiple levels and the effects of gravity, it's not always easy to calculate where a 'vertical dodge roll' will leave you. Not in that vital split second before conscious thought, where many of your manoeuvres will be executed. It's not always immediately apparent which of these will serve you best against enemies with attack patterns that were bred and honed in a top-down shooter. In Exit The Gungeon, you effectively now have two dodge buttons to worry about – the dodge roll and the vertical dodge roll (aka the jump). Enter the Gungeon's mechanical brilliance centred on its dodge roll, which enabled you to escape a wall of flaming death with a single well-timed button press. While this is a much-simplified game compared to Enter The Gungeon, the moment-to-moment action somehow feels more convoluted and less instinctive. Captured on Nintendo Switch (Handheld/Undocked) ![]() Though it might run contrary to decades of Mario-training, we actually preferred to use the latter method, as it meant that we never had to take our thumb off the right stick. R and ZR will fire your weapon and detonate your limited bullet-zapping 'blanks' respectively, while you can either go with B and A or ZL and L to handle dodge rolling and jumping. When it comes to the controls, the left Joy-Con stick moves your character, while the right stick aims your weapon. This random element is a bit of a double-edged sword, keeping you on your toes on the one hand and stripping away a layer of strategy and player agency on the other. The more enemies you slay consecutively, the better the chance is that your next gun will be a good one. You might be bossing things with a meaty shotgun one minute, and firing chocks of wood from an arboreal gun the next. These guns, which you can steadily unlock in between runs, will be doled out at random by the gun god Kaliber while you play. With the primary setting being an elevator, the game's playing areas tend to be incredibly cramped, requiring quick jumps and dodges between a mere handful of platforms – all whilst returning fire with an assortment of the series' zany firearms. In case you missed the first game, though, there's a whole gun theme thing going on in the Gungeon world, so you can expect to face off against boggle-eyed bullets and scampering grenades. As such, Exit The Dungeon feels beautifully at home on Switch – barring a few performance hitches in docked mode, which will hopefully be patched out in time.Īs you start your ascent in a creaky elevator, familiar-looking enemies start to spawn in around you. It was designed to be playable on a touchscreen, although even at launch this was a way better game with a physical controller attached. Having launched initially on Apple Arcade for iOS devices, Exit The Gungeon is quite naturally a more compact and simplified proposition than its predecessor. Vlambeer's Super Crate Box is a clear influence here. This is achieved not through more of the same top-down shooting, but via a succession of short, sharp 2D action-platformer arena challenges. ![]() Having faced and killed their past, our four selectable Gungeoneer heroes must ascend from the depths of the titular dungeon before the whole supernatural edifice collapses in on itself. This is no direct sequel, but rather more of an extended epilogue. The answer, of course, is to Exit The Gungeon. ![]() ![]() Having created one of the finest indie roguelikes of recent years in Enter The Gungeon, some might have wondered how developer Dodge Roll would follow it up.
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