I forget what the defaults even are, but I have l2 for dodge and r2 for shoot. I use auto aim so I can focus on dodging, even if it doesn't focus on far away enemies. I usually have the B button or circle bound to dodge even though I never use it. I think l1 is map for me. I'd prefer to click in a stick but it's hard to fast travel like that.
>devs strike gold and could sell paid dlc packs since a lot of people loved their game >decide to work on a shitty mobile game "sequel" instead that nobody touched with a ten foot pole >studio goes under
Fricking this. They had the perfect gameplay formula already worked out and only needed to add more variety to what we already had. I will never understand what they were thinking.
gungeom devs are spoiled, every rag shilled the everloving frick out of their game, as a result they meandered with update after update which bolstered wave after wave of new sales, gungeon was an indie darling, and even then its not a great game. Now theyre floundering on their nonbrand
isaac (pre-killjoy ruining everything) didn't shy away from letting the player become ridiculously strong. the game was all about snowballing into run breaking territory.
gungeon was always afraid of the player becoming too strong. ammo ran dry quickly, guns were weak, enemies became bullet sponges, etc. the game didn't want the player to feel strong, the game wanted the player to always take the game "at the pace the developers intended."
yeah and im sure im in the minority but the result of that is in the mid to late game not a single gun feels good, and in the off chance one does, youre hoarding it for "what if I need it"
isaac (pre-killjoy ruining everything) didn't shy away from letting the player become ridiculously strong. the game was all about snowballing into run breaking territory.
gungeon was always afraid of the player becoming too strong. ammo ran dry quickly, guns were weak, enemies became bullet sponges, etc. the game didn't want the player to feel strong, the game wanted the player to always take the game "at the pace the developers intended."
yeah and im sure im in the minority but the result of that is in the mid to late game not a single gun feels good, and in the off chance one does, youre hoarding it for "what if I need it"
I'm gonna go out and say it's a mix of skill issue and people having muddy memories of older versions. If you know what you're doing, then it's very easy to get enough damage to win a run, where the only real slog might be the first floor where even then your starting gun will kill most enemies with 2 or 3 bullets. It's almost impossible to lose a run once you get good, and that's with relatively short run times, where I'll only have a lengthy run if I'm intentionally going to every bonus floor. Compare to Isaac where yeah you'll have much more broken runs, but you'll also get much more unwinnable runs where you're either left with no items to work with or you pick up a run killer via curse of the blind.
And if you're really looking for dopamine Gungeon runs, unlock the gunslinger and enjoy every single gun being busted right out the box.
The game was literally balanced around B-rank guns (which are fairly easy to obtain) so if you can get your hands on one you really shouldn't be complaining unless you have a skill issue
Voidigo helped scratch the Gungeon/Nuclear Throne itch for me, but sadly there just isn't enough content so I can't recommend it unless it goes on sale maybe.
Bullet hells are slower with more bullets and more complex patterns. If you're thinking fast projectiles meant to be dodged reactively the term you're looking for is manic shooter.
I didnt. I actually bought the game again on the deck and finally finished it within 16h for the first time. Probably have lot more hours on the switch and never made it
I bought it on steam when it first came out and absolutely loved it but never managed to finish it. Then it came to switch and I bought it again, played it even more and finally finished most of it. I think all I was really missing was beating the extra hard final boss or something. Still, I haven't forgotten the game at all and I still go back to it every now and then on my deck.
It's a good game that gets let down a bit by its structure
The problem is that there is basically one optimal path through the game with little variation and you can reliably do it nearly every time
The game actually needs more randomness, more floor and enemy variations, etc...
As much as I think BoI is overrated EtG would benefit from it's progression being more like BoI
There are some great mods for EtG now although I haven't found one that really addresses this problem
Once More into the Breach is the best imo basically doubles the amount of content in the game
I mean, I already finished it 100%.
What else do you want out of me? The only things worth talking about would be vague lore shit like Kaliber, or that one weird eye thing I vaguely remember, and the double glitch beholder I never managed to beat because I kept having shitty runs whenever I got to it.
In my experience the game got easier as I met more and more bosses, bullet patterns and boss movement just became more and more predictable, while enemies just got more annoying. I'd figure the game would be more erratic and difficult to predict as you fight tougher and tougher enemies but it's literally the opposite.
That is how most games work honestly.
It only gets harder if you add chaos/RNG, if the dev is a sadistic piece of shit that makes impossible combos and so on.
>That is how most games work honestly.
Maybe that's true, but like the game doesn't get any quicker or more erradic at all. Just stays the same speed with easier patterns as you get more and more powerful.
did you try playing co-op? enemies are more chaotic that way
>get all the rat keys every time >path to the rat is seared in my mind
Only thing I still can't get a solid timing on is the charge attack he does on his 3rd phase where you got like 0.3 seconds to hit him.
I really want to love that game but some of the unlocks wants you to be so fricking absurdly good at the game that its depressing. Also, there's not enough keys in the game. RNG should only spawns as many locked chests as there was available keys up until that points. Feels fricking bad to have 5 chests that you can't fricking open on a floor because no keys dropped and only one was sold at the shop... and then there's a shit drop in that one chest
Play Robot and just break chests for scrap +5% damage each ez. >unlocks are ridiculous
Only one that I ever found frustrating was the High Dragunfire. FRICK that gun.
Spent like 1 week just resetting to never get it, then I decide to play co-op with my cousin because he wanted to try the game, I blank randomly in a chest room and get it.
Having that as your last thing to unlock is so cancer.
The high dragunfire was made because the base gun was too weak for its tier. Over time the devs buffed the base dragunfire but forgot to buff its upgrade. The high dragunfire is now weaker than the original.
Every roguelite feels bland after playing Isaac.
Except maybe Hades, it was fun for a while because of the high production value and dialogs, but It's not something I will go back to.
the old Ganker meme
listen chucklefrick, the gungeon of isaac is next to bottom fricking barrel tier trash. It's the lowest tier of game that gets publicity, you have to really dig into the freakshow that was formerly greenlight to find anything worse. You're playing flash games effectively made by one person. >the dungeons layouts and various upgrades are shuffled by algorithm
again the novelty wore off in 2012 >name a better game
check the catalogue, like i said, basically anything >cyberpunk >whatever nintendo remakes (hate that too but zelda might be a laugh) >final fantasy bullshit (hate that too but was arguably much better when i played it) >tf2 fricking dead but still more fun
>You're playing flash games effectively made by one person.
And that's bad because..? >layout are random
I'm pretty sure that's the basis of a rogue like, which Gungeon is. You know, things being shuffled up? >check the catalog >[lists a bunch of games that have absolutely zero connections to any of the genres Gungeon hits]
LET'S PLAY ISAAC >first room treasure chest doesn't need a key >oh it's one of 12 items that increases your hp >just hold r
30 attempts later >oh maybe brimstone can carry this one
let's try the LOST >i know the strategy >just get the stone statue item
300 attempts later >i got it >now for a fly or fly equivalent, that's about 30 items out of the 600 pools but the main sub boss pool might get me meat cube >dies
500 attempts later >finally i can beat the game as lost >proceeds to just fricking sit there for 9 hours
I have such a love and hate relationship with Isaac.
When you snap out of it and realize 50% of your playtime is spent on resets, another 30% is spent on dead runs where you got 0.6 move speed and 0 damage ups by floor 4 with 3 hearts left and only the remaining 20% are fine is when you stop enjoying it.
Lots of frustrating enemies and Steakmund + Killjoy shit didn't help.
randomly rolled loot is never good
maybe if the items had a different system like if the first floor treasure room always had SOMETHING.
frick isaac hard, once you beat the chest or heaven or whatever, just delete the thing, nothing will improve
Why did they add so many enemies that just run or teleport away from you? Did they think that was fun?
I enjoyed the vanilla version of Gungeon but I couldn't get into any of the lame updates.
>rainbow run >robot >with the junk damage from every destroyed chest
its the only way to play. If you b***h about not being able to kill anything and yet still can't manage to do every secret floor plus hell with this setup you deserve your fate. Or you just suck at punch out since the rat gives you so many items.
i was actually playing it earlier this year but the fact you can die pretty easily when you get overwhelmed and that the dungeons take a while to clear means you lose a ton of time
there are no safety strats for shitty rng either, you gotta do with what you find and if you dont find good shit then you will suffer a lot
and then there is the permadeath, i mean its ok, BUT you dont get good by beating the floors that you already can clear easily, you only get good if you train against the floors and bosses that end your run, but you cannot fight them easily if you first have to spend a damn hour clearing the top of the dungeon
Been a while since I played. Never got past the 4th zone. Rad gun was cool. I liked the one that could stop time too. But I only played for about half an hour a day over a week period and then got bored of it.
The sequel sucked which I guess took the wind out of the game's sails.
On the game itself, while I had my fun with it, it's just so fricking slow. Slow navigation with mostly slow enemies/bullets amplified by RNG and balancing that is stingy as shit and encourages safely and slowly plinking enemies to death with the worst, weakest, most boring gun you can manage.
It's a little ironic that in a game whose entire identity revolves around guns the most engaging player character is the one with the sword.
Assuming you mean the primer, parts are meta progression. You can collect them all over the course of multiple runs.
Bringing all the parts to the smithy in the final stage will eventually get you the bullet that can kill the past. It's used to access the character-specific bonus bosses after the dragon.
The characters only count as completed once you kill their past.
What the recommended layout for mouse and controller controls?
Default controls or bust.
I want mouse aim with analog movement. It worked great with Hotline Miami.
Never had any issue with default.
People played it and moved on. I mean I don't see Isaac being talked about anymore and that was a far bigger success.
I forget what the defaults even are, but I have l2 for dodge and r2 for shoot. I use auto aim so I can focus on dodging, even if it doesn't focus on far away enemies. I usually have the B button or circle bound to dodge even though I never use it. I think l1 is map for me. I'd prefer to click in a stick but it's hard to fast travel like that.
>2023
>I am fondly remembered and replayed often
not enough content, last update left the game broken in various ways and then the devs disbanded.
Broken how?
I played it and earn all the crowns with all the characters in its last build, I never felt that something was wrong.
>never unlock anything besides new characters and color pallets
>every run feels exactly the same
nuclear throne is overrated
>AARGGH I NEED RNG TO DICTATE MY RUNS OTHERWISE MY DOPAMINE RECEPTORS WONT ACTIVATE NOOOOOOOOOO I DON'T WANNA GIT GUD AODSIJFSOFJSFJWFJSO
I NEED RNG TO DICTATE MY RUNS OTHERWISE MY DOPAMINE RECEPTORS WONT ACTIVATE NOOOOOOOOOO I DON'T WANNA GIT GUD AODSIJFSOFJSFJWFJSO
I NEED RNG TO DICTATE MY RUNS OTHERWISE MY DOPAMINE RECEPTORS WONT ACTIVATE NOOOOOOOOOO I DON'T WANNA GIT GUD AODSIJFSOFJSFJWFJSO
this, plus
>oh, the right weapon type for all the ammo you actually have didn't spawn? frick you
>Needs one final update to make it perfect
This is the truth
Steam workshop integration please
it has less players on steam than etg lmao
dead shit game
We will never know why they stopped development for years just to disband the studio.
It's kino, the Turbo mode makes it more fun with the rainbow chests.
>devs strike gold and could sell paid dlc packs since a lot of people loved their game
>decide to work on a shitty mobile game "sequel" instead that nobody touched with a ten foot pole
>studio goes under
Fricking this. They had the perfect gameplay formula already worked out and only needed to add more variety to what we already had. I will never understand what they were thinking.
They're still making games. Like for some reason an arcade light gun game of Gungeon.
I can understand wanting to work on other games, but I'm utterly baffled at this. It's like they have no idea what the frick they want to make.
>a $3000 arcade cabinet
so they aren't making any actual games. they made one good game then decided to stick to making gimmicky shit.
But why? If you made a DLC pack for gungeon a few years ago you would've sold quite a bit. Hell, pull what Isaac did and make a Gungeon remastered.
Dodge Roll studios is the definition of one hit wonder.
>a $3000 arcade cabinet
And $0 for MAME
gungeom devs are spoiled, every rag shilled the everloving frick out of their game, as a result they meandered with update after update which bolstered wave after wave of new sales, gungeon was an indie darling, and even then its not a great game. Now theyre floundering on their nonbrand
How big is the dev team? It took them ages to make free DLC's. I'd shudder to think how long it would take to make proper DLC's.
The sequel was so fricking bad, it was impressive that it even made it off the drawing board.
Don't forget: The sequel was Apple Arcade exclusive for a while so literally nobody bought or played it until it finally came to other platforms.
>2023
>still has a god-tier soundtrack
way too many dogshit guns, people b***h about bad isaac RNG but holy shit its fricking CBT playing gungeon with how bad almost every fricking gun is
isaac (pre-killjoy ruining everything) didn't shy away from letting the player become ridiculously strong. the game was all about snowballing into run breaking territory.
gungeon was always afraid of the player becoming too strong. ammo ran dry quickly, guns were weak, enemies became bullet sponges, etc. the game didn't want the player to feel strong, the game wanted the player to always take the game "at the pace the developers intended."
Ie woke game design
You have terminal brain rot.
yeah and im sure im in the minority but the result of that is in the mid to late game not a single gun feels good, and in the off chance one does, youre hoarding it for "what if I need it"
I'm gonna go out and say it's a mix of skill issue and people having muddy memories of older versions. If you know what you're doing, then it's very easy to get enough damage to win a run, where the only real slog might be the first floor where even then your starting gun will kill most enemies with 2 or 3 bullets. It's almost impossible to lose a run once you get good, and that's with relatively short run times, where I'll only have a lengthy run if I'm intentionally going to every bonus floor. Compare to Isaac where yeah you'll have much more broken runs, but you'll also get much more unwinnable runs where you're either left with no items to work with or you pick up a run killer via curse of the blind.
And if you're really looking for dopamine Gungeon runs, unlock the gunslinger and enjoy every single gun being busted right out the box.
The game was literally balanced around B-rank guns (which are fairly easy to obtain) so if you can get your hands on one you really shouldn't be complaining unless you have a skill issue
This game shoves wokeness into your face within the first 5 minutes, Uninstalled it almost immediately
Huh?
3/10 bait
Voidigo helped scratch the Gungeon/Nuclear Throne itch for me, but sadly there just isn't enough content so I can't recommend it unless it goes on sale maybe.
>game is supposed to be like a bullet hell
>its slow as frick
>its slow as frick
how? the bossfights are good.
Bullet hells are slower with more bullets and more complex patterns. If you're thinking fast projectiles meant to be dodged reactively the term you're looking for is manic shooter.
So what? It's still a bullet hell. Slow doesn't mean easy
Why was this ugly piece of shit so popular?
Why was it more popular than nuclear throne?
>bullet hell with a dodge button
trash
nuclear throne would need to be good in order to be popular.
nowadays its only known because of the references to it in etg
have a nice day
NT requires people to git gud and not rely on RNG so that's why it never got that popular.
Nuclear throne is actually challenging unlike shitgeon.
nuclear throne was too hard compared to etg
plus I bet specific art direction threw many players off
>Why was it more popular than nuclear throne?
Because, unlike Nuclear Throne, it's a good game.
I didnt. I actually bought the game again on the deck and finally finished it within 16h for the first time. Probably have lot more hours on the switch and never made it
I bought it on steam when it first came out and absolutely loved it but never managed to finish it. Then it came to switch and I bought it again, played it even more and finally finished most of it. I think all I was really missing was beating the extra hard final boss or something. Still, I haven't forgotten the game at all and I still go back to it every now and then on my deck.
It's a good game that gets let down a bit by its structure
The problem is that there is basically one optimal path through the game with little variation and you can reliably do it nearly every time
The game actually needs more randomness, more floor and enemy variations, etc...
As much as I think BoI is overrated EtG would benefit from it's progression being more like BoI
There are some great mods for EtG now although I haven't found one that really addresses this problem
Once More into the Breach is the best imo basically doubles the amount of content in the game
I mean, I already finished it 100%.
What else do you want out of me? The only things worth talking about would be vague lore shit like Kaliber, or that one weird eye thing I vaguely remember, and the double glitch beholder I never managed to beat because I kept having shitty runs whenever I got to it.
What were they thinking when they made this boss?
They were thinking they were making the best boss in the game that would filter millions
Frick this guy, I 100% this game and I still get hit by him almost every time, hardest boss in the game for sure
In my experience the game got easier as I met more and more bosses, bullet patterns and boss movement just became more and more predictable, while enemies just got more annoying. I'd figure the game would be more erratic and difficult to predict as you fight tougher and tougher enemies but it's literally the opposite.
That is how most games work honestly.
It only gets harder if you add chaos/RNG, if the dev is a sadistic piece of shit that makes impossible combos and so on.
>That is how most games work honestly.
Maybe that's true, but like the game doesn't get any quicker or more erradic at all. Just stays the same speed with easier patterns as you get more and more powerful.
No, I do not have anyone to play with.
did you try playing co-op? enemies are more chaotic that way
layer 1 bosses are harder than layer 2 bosses
you are smokin some good shit to think that
Enter the Bulletspongeon
>shmup requires you be good at punchout to access certain endgame content
>get all the rat keys every time
>path to the rat is seared in my mind
Only thing I still can't get a solid timing on is the charge attack he does on his 3rd phase where you got like 0.3 seconds to hit him.
>game caps the amount of damage you can do to a boss
this really is fricking stupid, how can you argue in favor of boss armor
Welcome to modern woke game design
Look at all these cool animations I worked really hard on! Now you're gonna sit there and appreciate them!
What's new and cool in roguelites right now?
The roguelite genre is getting saturated. Too many releasing every month. You can't keep playing a single one for too long
Uh... yes you can?
I really enjoyed this game, Is the team making another game like this?
No. It's another Subnautica situation.
I really want to love that game but some of the unlocks wants you to be so fricking absurdly good at the game that its depressing. Also, there's not enough keys in the game. RNG should only spawns as many locked chests as there was available keys up until that points. Feels fricking bad to have 5 chests that you can't fricking open on a floor because no keys dropped and only one was sold at the shop... and then there's a shit drop in that one chest
Play Robot and just break chests for scrap +5% damage each ez.
>unlocks are ridiculous
Only one that I ever found frustrating was the High Dragunfire. FRICK that gun.
Spent like 1 week just resetting to never get it, then I decide to play co-op with my cousin because he wanted to try the game, I blank randomly in a chest room and get it.
Having that as your last thing to unlock is so cancer.
>high dragunfire
Anon, I...
What?
The high dragunfire was made because the base gun was too weak for its tier.
Over time the devs buffed the base dragunfire but forgot to buff its upgrade.
The high dragunfire is now weaker than the original.
>dps 42.5
>dps 43.3 + synergies
Huh. Good job dodge & roll I guess.
Every roguelite feels bland after playing Isaac.
Except maybe Hades, it was fun for a while because of the high production value and dialogs, but It's not something I will go back to.
oh it's binding of isaac shit but you can dodge and fricking gun jokes instead of dead baby gore
it's not 2012, better games exist
Like?
the old Ganker meme
listen chucklefrick, the gungeon of isaac is next to bottom fricking barrel tier trash. It's the lowest tier of game that gets publicity, you have to really dig into the freakshow that was formerly greenlight to find anything worse. You're playing flash games effectively made by one person.
>the dungeons layouts and various upgrades are shuffled by algorithm
again the novelty wore off in 2012
>name a better game
check the catalogue, like i said, basically anything
>cyberpunk
>whatever nintendo remakes (hate that too but zelda might be a laugh)
>final fantasy bullshit (hate that too but was arguably much better when i played it)
>tf2 fricking dead but still more fun
>You're playing flash games effectively made by one person.
And that's bad because..?
>layout are random
I'm pretty sure that's the basis of a rogue like, which Gungeon is. You know, things being shuffled up?
>check the catalog
>[lists a bunch of games that have absolutely zero connections to any of the genres Gungeon hits]
Name 10 games
LET'S PLAY ISAAC
>first room treasure chest doesn't need a key
>oh it's one of 12 items that increases your hp
>just hold r
30 attempts later
>oh maybe brimstone can carry this one
let's try the LOST
>i know the strategy
>just get the stone statue item
300 attempts later
>i got it
>now for a fly or fly equivalent, that's about 30 items out of the 600 pools but the main sub boss pool might get me meat cube
>dies
500 attempts later
>finally i can beat the game as lost
>proceeds to just fricking sit there for 9 hours
I have such a love and hate relationship with Isaac.
When you snap out of it and realize 50% of your playtime is spent on resets, another 30% is spent on dead runs where you got 0.6 move speed and 0 damage ups by floor 4 with 3 hearts left and only the remaining 20% are fine is when you stop enjoying it.
Lots of frustrating enemies and Steakmund + Killjoy shit didn't help.
randomly rolled loot is never good
maybe if the items had a different system like if the first floor treasure room always had SOMETHING.
frick isaac hard, once you beat the chest or heaven or whatever, just delete the thing, nothing will improve
I got death certificate without ever holding r and enjoyed all my time with Isaac
Post steak.
steak
steak or gtfo
Why did they add so many enemies that just run or teleport away from you? Did they think that was fun?
I enjoyed the vanilla version of Gungeon but I couldn't get into any of the lame updates.
shit game
throne is better the multiplayer mod for nuclear throne is the best
post em
Alright.
My latest run
What are those symbols along the edges? I've basically 100%d the game and I've never seen them.
I think its if you've fought and died to that rat bastard at least once before.
>playing co-op with your boy and you kill the boss without either of you taking a hit
Honestly, name a better feeling
>rainbow run
>robot
>with the junk damage from every destroyed chest
its the only way to play. If you b***h about not being able to kill anything and yet still can't manage to do every secret floor plus hell with this setup you deserve your fate. Or you just suck at punch out since the rat gives you so many items.
i was actually playing it earlier this year but the fact you can die pretty easily when you get overwhelmed and that the dungeons take a while to clear means you lose a ton of time
there are no safety strats for shitty rng either, you gotta do with what you find and if you dont find good shit then you will suffer a lot
and then there is the permadeath, i mean its ok, BUT you dont get good by beating the floors that you already can clear easily, you only get good if you train against the floors and bosses that end your run, but you cannot fight them easily if you first have to spend a damn hour clearing the top of the dungeon
You can unlock shortcuts to each of the floors if you want to start from a specific floor
Been a while since I played. Never got past the 4th zone. Rad gun was cool. I liked the one that could stop time too. But I only played for about half an hour a day over a week period and then got bored of it.
The sequel sucked which I guess took the wind out of the game's sails.
On the game itself, while I had my fun with it, it's just so fricking slow. Slow navigation with mostly slow enemies/bullets amplified by RNG and balancing that is stingy as shit and encourages safely and slowly plinking enemies to death with the worst, weakest, most boring gun you can manage.
It's a little ironic that in a game whose entire identity revolves around guns the most engaging player character is the one with the sword.
I still have it installed because it's to small for me to bother uninstalling.
What went wrong?
what are the gun parts you can buy in the shop?
are they necessary to beat the game and you get softlocked if you don't buy them?
Assuming you mean the primer, parts are meta progression. You can collect them all over the course of multiple runs.
Bringing all the parts to the smithy in the final stage will eventually get you the bullet that can kill the past. It's used to access the character-specific bonus bosses after the dragon.
The characters only count as completed once you kill their past.