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Enter the Gungeon: That's when I reach for my revolver
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I think the walls have cracks in them, but I've only ever seen 2 cracked walls. In 13 runs, I've only ever found 2 secret rooms and one of those was in the tutorial.
When you don't have keys to chests, are there any other ways of opening them?
Steam: TheArcadeBear
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I like it a lot, but it is definitely a lot harder in the early levels than Isaac. And I agree 100% with everyone here that if you don't get a gun before the first boss, you may as well restart.
That being said so far the best run I've had I got to floor 3 and died there. I had the Light Gun (Which is awesome) and that red revolver (Sparky's Revolver?). Both are solid weapons. That revolver does crazy damage.
So far I like the hunter and the marine. The hunter's starting pistol is solid and the dog finding items is wonderful. Funny enough the crossbow is great money fodder for dropping to the grate guy. The marine is just solid all around. I like the pilot's abilities, but I just hate is wildly inaccurate starting gun. I don't care for the criminal at all.
The humour in this game. It understands me.
Steam: TheArcadeBear
Sometimes I stream but not often!.
In other news, http://www.gamepedia.com/betas/enter-the-gungeon-cobalt-hammer-time-giveaway has a code to unlock the Cobalthammer for your Gungeon, linked on the gungeoneers website.
CorriganX on Steam and just about everywhere else.
Hmm, Steam only though? Why not PS4?
Steam: TheArcadeBear
Sadly. I really hope they add online coop later.
Sometimes I stream but not often!.
Is there a way to start a run off with this (or other guns you find in previous runs)? Or is it just adding the hammer into the pool of possible weapon pick ups?
Just adds it to the pool.
My best run yet was with the Marine, but I like Convict too. I use her shotgun on regular enemies, and the revolver on bosses if I don't find a gun on the first floor. Bullet King and Gatling Gull are easy, but I've yet to beat the twin bullet guys with the default guns. The molotov is good against Gatling Gull too cause he's slow. The game's thrown Bullet King at me so much though, I bet I could dodge his bullets with my eyes closed.
My personal impression of the characters so far, in descending order of preference:
Hunter - Sidearm is average, crossbow is great for early bosses and takes the sting out of a poor floor 1, dog might yield a critical key every once in a while. A solid all-around character.
Marine - Has the best sidearm, but not a whole lot else going on. I rarely have a use for the supply drop before finding another active item, and I don't know how much of a difference his passive item makes for a typical loadout. The extra point of armor doesn't really help me at all; it's a near-certainty that I will at some point use it and then subsequently end up back at max health before dying. He's pretty solid if he gets decent weapon drops early, since a good sidearm retains its value for quite a while.
Pilot - His sidearm is horrible to the point that I find him pretty much unplayable. Lockpick seems to rarely work (I'd just as soon take the chance of a key from Hunter's dog), and I don't value the extra active slot very highly because I'm bad at making good use of them to begin with. Lower shop prices is a good bonus, possibly enough to make him strong over the course of a long run, but it's not enough to justify his bottom-tier early game for me. I'm open to the possibility that a better player might be able to take better advantage of his economy-focused strategy, though.
Convict - Sidearm is subpar but usable. Shotgun is honestly no better than the sidearm. Molotovs are alright but will be used infrequently and probably replaced early, and her passive is pretty irrelevant. She's less awful to play than the Pilot because her weapons aren't quite as bad, but she's weaker early than Hunter or Marine and nothing she has retains meaningful value in the long term, so I don't see any real reason to pick her at all other than style points.
- Secret rooms seem to be a total waste of resources. You need to use ammo (which is precious), plus a Blank (also precious) for what could amount to very little reward. At times you'll even need to use a key to open the chest in the room. So three resources for a questionable reward. So far it doesn't seem worth it.
- A lot of the guns are pretty useless against bosses. A few are worthless in general (I'm looking at you Derringer). Some of them are more built for clearing rooms efficiently (better clears = more money), but a very small few seem to do decent damage to bosses. Maybe I'm just bad, but I find myself using my default weapon more on bosses. That's even if I get lucky and get a gun from a chest on the first floor. By the time I hit the second floor bosses I need something more substantial than my side arm.
- Ammo is pretty scarce. This makes it so you need to cycle through your weapons, but by the time you hit the lower floors you're generally going to be exhausted on ammo for most of your guns. Which further digs you into a hole.
Like I said...this may be a case of 'git gud' but these are things I see happening on a pretty frequent basis. Overall I'm still enjoying the game, but things like secret rooms are a real issue IMO.
I think some of the procgen in Gungeon could stand to be tightened up a little bit to give a more consistent start.
It's like getting a Lemon or relatively useless active item in Isaac. Not every item is a massive upgrade, nor should they all be.
Steam: TheArcadeBear
Steam: TheArcadeBear
That's because they got shot by something. You can find them by shooting at walls with non-starter weapons. Some weapons are almost designed to find secret rooms it seems, like the one with 1000 ammo that does minimal damage, but is great for popping walls to see if there are secrets. You then need a blank to actually open the crack, but I think an explosive weapon can as well. Or a barrel. I am going to try rolling a barrel from another room to one of the cracks and blowing it up to open the room instead of using a blank today.
And yes, you can roll barrels from any room to another room if you want.
Of course I had a whole stable of different guns to switch to. Some useful, some not so useful. Gave me options to clear rooms and not feel like I was wasting precious ammo for "boss guns" when I got to their rooms.
I'm probably crap at the game in general though.
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I think it's more that in a game like Isaac your basic damage and shot speed are useful enough to get you through the the first boss and then some. And often enough you'll have 2 or 3 upgrades pretty quickly and know if your build is doomed or not. Plus there's no reload. If you're going to stick players with piddly starting weapons you (IMO) either ought to balance the damage such that one could reasonably expect to take on the first boss without too much trouble, or find some way to front load drops into the first floor.
You're adding them to the loot pool in the dungeon. It is an upgrade though since generally in these games the stronger items are unlocked over time.
The music in this game
Is amazing
It was the damn beholder. Died to him with <10% health
Thought I was finally gonna get past floor 3.
In other news. I really love a lot of the rifles in this game. The lower fight rate, high damage makes for easy room clearing.
Beam weapons, on the other hand, I have had no luck with. I've gotten the super soaker, the gamma ray, and a couple of others I can't remember the name for. But their damage is anemic. I don't really see where their niche is.
Super Soaker water gun is good for pushing enemies into pits.