
Finally, don’t worry about “beating” the game early on. Get the Battery Bullets and now the squirt gun shoots pools of electrified water, for example. The holster that fires an extra shot when you reload might not seem that exciting but when you pair it with that hard hitting, single shot sniper rifle now every time you fire you’re shooting twice! In general the combos you can do have almost ZERO artificial limits or exceptions from the devs, so some pretty crazy stuff can happen. Don’t underestimate “hidden” synergies (as in, once that don’t announce themselves with an arrrow pop up). Likewise, a gun that shoots a huge spread of shots or turns enemies into harmless chickens is largely wasted on a boss. Again it comes to down to preference, play style, and specific weapon but the gist is don’t waste your mini guns and rocket launchers killing cruddy Bullet Kin and then wind up empty handed for a boss. Separate “boss guns” and “room guns.” In general boss guns are homing, explosive, beam based, or rapid fire room guns are wide spread, poison, snipers, etc. On the subject of chests, always shoot chests once with a weak gun, it might be a mimic!.
If you have money, the shop always sells at least one key per floor.
It sucks to waste a key on a brown chest when you didn’t know that there was a green one two rooms later.
Scout the floor fully before the boss and be mindful of how you use keys. Panic rolling just puts you in danger as much as it helps. Dodge less! They stress the roll as a key mechanic but for many, many attacks, just weaving is enough. Looking at the enemies is tempting but rarely helpful, just look at the character and moving away from bullets becomes much more natural. Overall the game is super fair, though, once you see the pattens you may find that there’s actually a pretty decent amount of freedom in terms of positioning and timing.Īs I said before I’m not like “pro” or anything but if I could give a few tips that helped me: Practice does help - but it just takes a long time. The objective of the game is killing each of the playable character's "pasts", which means exploring through all of the floors of the Gungeon, fighting over 26 unique bosses, unlocking hundreds of items and guns and more.
Thankfully, not many runs are useless, since any gun, items or NPCs that you unlock while exploring the Gungeon will be available in later runs. You die for good, having to start from the beggining each time and losing everything you got in that "run" (a playthrough from the moment you start to the moment you die or beat the game). It being a roguelite means one thing: there's permadeath. It plays from a top-down view, using WASD to move and your mouse to aim and shoot (in console, you move with the left stick and aim with the right stick). It involves exploring through a randomly-generated dungeon where everything is, in some way or another, based on bullets: your currency are bullets, your keys are bullets, the enmies are bullets, some bosses are bullets, etc. Enter the Gungeon is an indie roguelite developed by Dodgeroll Games and published by Devolver Digital.