
Exit The Gungeon - Way Better Than On-Release (Playing as Cultist and Robot) (v. 2.0.4)
Gameplay Starts at 7:30
So Exit The Gungeon was not very well-received when it was released, due to various balancing issues, bugs, and some design choices (I'll admit I was pretty disappointed at first too). But the devs have taken the community's feedback and provided us with a bunch of patches, bringing the game much closer to what we expected. So what is the appeal of Exit The Gungeon? From my experience, Exit is a much quicker Gungeon experience that focuses more on quick decisions and following a linear path (Or one of multiple linear paths, to be more accurate), without many of the run-building aspects of Enter The Gungeon. Ammo, synergies, secret floors; don't have to worry about 'em. As somebody who enjoys having a lot of run-building mechanics, I wasn't too keen on the idea of only having passive items in the game, but it's grown on me. I think part of the reason people don't like the game is because it doesn't feel like a proper Gungeon sequel, which is honestly to be expected since it's a spin-off game, not a fully-fledged sequel. Or people expected the on-release version was the final product since it wasn't released in Early Access. For half the price of Enter, you get a smaller Gungeon game with less content (Though the game does have more content than it lets on at first. Just takes a while to unlock it all), shorter runs, etc, but pretty much all the characters you know and love from the first game. Also hats and more skins. I like cosmetics. Well worth $10, I'd say. All-in-all, I'm happy with where the game's at after these patches and I've been having a lot of fun with these simple runs. Feels like I can kinda turn my brain off and just let muscle memory and reflexes guide me through.
8/10, will grind for all the hats and skins
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