
Unlock new weapons, dodge roll around oncoming fire, and face down legendary guardians of the Gungeon from the friendly confines of your local arcade or at home.Enter the Gungeon: House of the Gundead.

Gungeon crawl alone or with a fellow Gungeoneer floor by floor blasting your way down through the army of the Gundead. Very few have accomplished this feat, and yet, the Gungeon remains. You go into a room and crunch out thirty items with no idea for how they interact in the game because they werent tested in a non-functionality manner or in the case of ror2s expansion tested at all - did you know void parasites could control the engineers turrets on launch :) and that their damage scaling made them insta kill you :)? The designs of game suffer without thought and time and testing.Įnter the Gungeon is the legendary bullet hell dungeon crawler that follows a band of misfits who seek to shoot, loot, dodge roll and table-flip their way to personal absolution: the gun that can kill the past. I feel like in general this type of item is more reflecting of the systems under which theyre made - number of items is a box seller, so they just combine things until they create something new. And even if you don’t its better than bustling fungus on huntress. While negligable if all you have are guns like the patriot with 200 round magazines thats highly unlikely and the structure of both these games encourages a variety which means you’re more than likely to have small clip weapons to make use of these. For example enter the gungeon and gunfire reborn both have items that aid last shots in the clip - which naturally become better with smaller clip size. In constrast items that always have an effect but synergise particularly well with other items or specific scenarios do a much better job as their floor is much higher. Ror2 struggles with this further with a lot of items existing soley as synergy items - while more fine in this than it is in other roguelikes, when the “ultra rare oh my god” items can do nothing without another prerequeiste item its disappointing and sad more so than just getting an item of lower rarity.

Items like fuel cell in ror2 and backpack in binding of isaac both dont meet that requirement, they make assumptions about the items the player already has when those arent neccesarily true or garunteed in any way shape or form - the minimum for those items is always zero. Like i feel like if ur rogue-like doenst have some understanding of how valuable an item is ur doing it wrong, like items should always have a floor of value and so many rogue-likes think that floor is zero.
