Analysis of Enter the Gungeon Combat
Combat from Enter the Gungeon does the following correct. Bare in mind I don't like Enter the Gungeon but you can still acknowledge the strengths of something.
Reloading
Because bullets aren't limited for their travel distance the gun must still be reloaded at the end of firing it.
You can reload cancel and because of this you can switch how combat is effecting the gameplay!
You can combine reloading and dodging which in turn adds more to the combat for skill expression.
Evading
Evading is a cost before you can attack again; attacking and evading aren't so seamless in how they flow into one another.
You have it costing you an action and having to react rather than it easily helping you avoid damage only.
Gun range
The bullets do not have a limit how far they travel.
Level design
The level design lends itself to offensive and defensive gameplay with being able to set up tables and environmental kills.
Number of enemies per room
The room having a wide range of enemy types that make be easy-ish to kill but still opens up to different enemy types still or at the very least different weapons they hold.
Their designs are iconic and make sense for the given size to health bar.
The number of types of enemy changes from room to room!
Even when enemy rooms don't have more than two enemy types it still keeps each room fresh for the number of enemy types. I know this comes down to the roguelike elements but as someone who made multiple random room generators how you flavor them is up to the developer and you can even flavor it based on how often x player uses y weapon.
How enemy fights
For the most part most of the enemies are given the same ability as you to aim and shoot which is important because compared to Biogun where enemy fire off attacks one direction; you have many directions to deal with for moment to moment combat.
Sound design
Strong shots have powerful bass sound a, "boom!" Sound! Weaker shots have weaker sound design! Not weaker as in bad mind you!
Environment
The environment of the room changing actually matters for how it affects combat. Flipping over tables, changing parts, pushing boxes, etc.
Even the usage of shrubs and other parts of the world for environmental combat.
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