![]() Every enemy seems designed to make the player adapt their strategy and keep thinking about what option they can use to overcome the obstacle most efficiently. Even though the rooms are random, the player can still feel clever by luring big enemies behind walls to mitigate their impact, or circle strafe homing fire whilst keeping an eye out for the quicker foes. It’s a very antithetical approach of most procedurally generated games, which algorithmically throw legions of cannon fodder at you. I particularly liked Dodge Roll’s decision to focus more on big enemies that take a large amount of hits, who fire intermittently in very deliberate patterns. Compared to games like The Binding of Isaac, the rooms themselves are constructed of far more complex seeds and give the image of various rooms in a castle, and their various shapes and sizes keep the combat encounters interesting. ![]() The Gungeon itself is built of many hostile rooms, filled with enemies that shoot on sight. ![]() The player picks from a variety of characters, all arriving at the titular Gungeon in search of the Gun to Turn Back Time and achieve some personal goal. The game’s premise is delightfully simple, giving just enough information to justify the enormous amount of shooting that is to follow. ![]() Related reading: Another couple of dual-stick shooters and “roguelikes” that might interest fans of Gungeon. ![]()
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