![]() In concept, this is a really neat idea, but the execution boils down to random chance. Players are enchanted at the beginning of a run, and this forces their gun type to randomly shuffle between all the available options every thirty seconds. However, Exit handles the weapon system in its own way. The core mechanic of Enter makes its return-the abundance of different guns the player can utilize. The goal is simple: ride the elevator to the top of the Gungeon while shooting everything in sight. ![]() However, you can also jump to mitigate all damage from bullets while in the air. The player can still aim in 360 degrees, as well as dodgeroll to avoid attacks. Unlike the top-down view of the original, Exit takes place on a 2D plane. The most obvious change is the difference in perspective. There is an arcade-like feel to Exit, much more than other roguelike games. It is clear from the outset that Exit the Gungeon is very different compared to Enter the Gungeon.
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