This doesn’t work quite as well as Enter but provides short bursts of close engaging combat. For the most part, it foregoes Enter’s cover mechanic entirely and opts for much smaller areas. Instead of trying to dodge bullets, it’s often better to roll through them to get to a better position. The roll can be used to ignore bullets entirely. Enter the Gungeon’s classic roll mechanic still exists but now has a verticality to it. Did I mention it had guns? What is Exit The Gungeon?Įxit The Gungeon, on the other hand, is a 2d sidescroller bullet hell with even fewer roguelike elements. It was packed with plenty of unique guns, gun themed enemies, and gun arenas. It had tight gameplay that allowed you to: hide behind cover you assemble, dodged through bullets, and pick up a variety of upgrades to make each run feel unique. Its world was weird, unique, and charming. What made Enter the Gungeon work so well was a combination of design choices. It felt instantly playable but had a decent skill gap. Some of the same tricks worked on certain levels, and you often had an innate understanding of each room even though they had tricks up their sleeve. This was a good way of world-building as it made random runs that had some sense of level consistency. It featured random runs by linking premade rooms together, achieving a procedural generation style. The original was a roguelike top-down bullet hell game. It takes place in the same storyline, has the same aesthetic, and shares some of the same controls, but it is obviously very different. Mechanically, Exit the Gungeon is fundamentally different to Enter. Can it hold a candle to the original, or should it be the left in the Gungeon? How are they related? Saying this, one can’t help but compare it as they have some defined and intentional similarities. Exit the Gungeon is an entirely different beast, and calling it a sequel might have been misleading. Where to Buy: Apple Arcade, Nintendo Switch, SteamĮxit the Gungeon was initially touted as a spin-off to Enter the Gungeon with different mechanics, despite the fact it chronologically takes place directly after the first. The increased speed will let players get back to combating the wave of enemies faster. While it might be tempting to stop after successfully exiting the Gungeon with one character, keep going and get all four main characters to safety to access the Cultist.įor a quick look at unlocking all characters, check our guide.Available On: Apple Arcade, Steam, Nintendo Switch Weapons change rapidly already, but there can be a brief pause when swapping, especially when in the middle of firing. In Exit the Gungeon, the Cultist has Banana Jam Hands, a passive that increases the speed that weapons are changed. Unlike previous characters, the Cultist wasn’t as solo-run character originally and its original passive reflected that. The Cultist will unlock after escaping the Gungeon with all four main characters.Īs with the other characters, the Cultist has its own passive ability to assist it through the Gungeon. The Cultist appears the same as the first game, clad in a purple robe with a hidden face and glowing yellow eyes. Players who are satisfied with one run will need to intentionally continue their progress to unlock the Cultist. Unless players are striving for completion, the Cultist will not be as easily unlocked as the Bullet. Some players have unlocked the Cultist and the Robot at the same time. How to unlock the CultistĪ couple of reports from the game’s exclusive Apple Arcade days suggest that the Cultist isn’t as straightforward as it appears. The Cultist was promised as a solo option in the original announcement for Exit the Gungeon on Reddit by the developers. Here’s how to access this unique, hidden character. In this spinoff sequel, the Cultist has its own abilities and is a solo-run player. In Enter the Gungeon, the Cultist was a co-op companion with a passive called Number 2.
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