

That rule generally kept me smiling even as I died, died, and died again to the Gungeon’s citizens. Dave Crooks, Dodge Roll’s lead developer, had a set of mantras in the making of Enter the Gungeon - including “every impact must be explicit” and “everything must feel fair” - but by far the most important in my estimation was “everything must have a face.” At that moment, I thought I’d be apocalyptically frustrated, but it’s hard to stay angry too long at the Gungeon’s grinning, powder-packed residents. On my next try, I died before I even reached the first boss. That boss - the squid-faced D&D-inspired “Mine Flayer” - backed me into a corner with concentric rings of bullets, before sending waddling ammo boxes my way, each of which exploded once its shot timer counted down. In practice, it took me five hours of beating my guns against its unforgiving walls before I even saw the third of its five main stages, and another five before I reached its boss. It should, theoretically, make surviving the randomly generated Gungeon easier. Update Night is a fortnightly column in which Rich McCormick revisits games to find out whether they've been changed for better or worse.Įnter the Gungeon’s new update overhauls the 2016 roguelike shooter, adding more movement options, smoothing out progression between its multi-room floors, and providing earlier access to better guns.
