Having created one of the finest indie roguelikes of recent years in Enter The Gungeon, some might have wondered how developer Dodge Roll would follow it up. The answer, of course, is to Exit The Gungeon.
This is no direct sequel, but rather more of an extended epilogue. Having faced and killed their past, our four selectable Gungeoneer heroes must ascend from the depths of the titular dungeon before the whole supernatural edifice collapses in on itself. This is achieved not through more of the same top-down shooting, but via a succession of short, sharp 2D action-platformer arena challenges. Vlambeer's Super Crate Box is a clear influence here.
Having launched initially on Apple Arcade for iOS devices, Exit The Gungeon is quite naturally a more compact and simplified proposition than its predecessor. It was designed to be playable on a touchscreen, although even at launch this was a way better game with a physical controller attached. As such, Exit The Dungeon feels beautifully at home on Switch – barring a few performance hitches in docked mode, which will hopefully be patched out in time.
As you start your ascent in a creaky elevator, familiar-looking enemies start to spawn in around you. In case you missed the first game, though, there's a whole gun theme thing going on in the Gungeon world, so you can expect to face off against boggle-eyed bullets and scampering grenades. With the primary setting being an elevator, the game's playing areas tend to be incredibly cramped, requiring quick jumps and dodges between a mere handful of platforms – all whilst returning fire with an assortment of the series' zany firearms.
These guns, which you can steadily unlock in between runs, will be doled out at random by the gun god Kaliber while you play. You might be bossing things with a meaty shotgun one minute, and firing chocks of wood from an arboreal gun the next. The more enemies you slay consecutively, the better the chance is that your next gun will be a good one. This random element is a bit of a double-edged sword, keeping you on your toes on the one hand and stripping away a layer of strategy and player agency on the other.
When it comes to the controls, the left Joy-Con stick moves your character, while the right stick aims your weapon. R and ZR will fire your weapon and detonate your limited bullet-zapping 'blanks' respectively, while you can either go with B and A or ZL and L to handle dodge rolling and jumping. Though it might run contrary to decades of Mario-training, we actually preferred to use the latter method, as it meant that we never had to take our thumb off the right stick.
While this is a much-simplified game compared to Enter The Gungeon, the moment-to-moment action somehow feels more convoluted and less instinctive. Enter the Gungeon's mechanical brilliance centred on its dodge roll, which enabled you to escape a wall of flaming death with a single well-timed button press. In Exit The Gungeon, you effectively now have two dodge buttons to worry about – the dodge roll and the vertical dodge roll (aka the jump).
It's not always immediately apparent which of these will serve you best against enemies with attack patterns that were bred and honed in a top-down shooter. Not in that vital split second before conscious thought, where many of your manoeuvres will be executed. Thanks to the presence of multiple levels and the effects of gravity, it's not always easy to calculate where a 'vertical dodge roll' will leave you. This is something that will improve with time and practice, but don't be under any illusion that the game's smartphone origins will mean an easier ride for Gungeon fans. It's seriously tough.
While the Gungeoneers aren't as clearly differentiated as they were in the original game, they do each follow a different run of levels. After the shared first level, you might find yourself in a steerable elevator with the Pilot or a series of static rooms that can be cleared in any order with the Marine, to name just two of the four possibilities.
One of the great things about Enter The Gungeon was the sensation of limitless discovery. There always seemed to be something new to uncover – an inspired new weapon, a groan-inducing gun pun, an exotic item, a hidden character to rescue, a special area to stumble across. Exit The Gungeon has its secrets, but it's a much more focused and funnelled experience with seemingly less scope for surprise. That's doubtless also down to the inevitable feeling of familiarity that comes from sharing so many assets with the first Gungeon game. These are largely the same guns, items, and enemies as before, albeit applied to a world that's less ripe for experimentation.
Exit The Gungeon is a polished, fun, and punishing action-platformer that will delight those looking for a stiff indie challenge. However, it undeniably lacks Enter The Gungeon's freewheeling imagination and tantalising sense of adventure. There's only a couple of pounds (or dollars) difference between the two on the eShop, but the difference in depth and nuance is much larger.
That said, they're sufficiently different that it's not such a straight-ahead 'better or worse' proposition. Exit The Gungeon's snappier, more structured bite-sized levels are better suited to mobile play, as they demand less of your time and attention – if not your skill. As such, while its familiar world and shared elements make for a fine addendum to Enter The Gungeon, it's also a worthwhile stand-alone game for hardcore arcade-platformer fans.
Conclusion
Enter The Gungeon die-hards will be instantly familiar with the weird and wonderful world presented by Exit The Gungeon, but they might be taken aback by the shift in gameplay. This is a finely honed action-platformer that adds a new dimension to the blasting and dodge rolling. It's not always a flawless transition, and this is a significantly less rich and rewarding experience than the original. But those after a retro-tinged arcade challenge should by all means lock and load.
Comments 20
I bought it as soon as it came out and have been doing a few runs here and there over the last few days. Been really enjoyable so far. I've got it down as an 8/10 for the time being.
My only real complaints are that the controls most of the controls can't be remapped like they could be with Enter the Gungeon (but at least they included the most important thing in being able to choose shoot to ZR) and that pressing the Home button doesn't pause the game which has led me to take damage on a few occasions as I do that all the time in other games.
The Steam reviews for this game have been very mixed with a lot of fans of Enter being really disappointed in Exit. Personally I just think it doesn't look nearly as fun or as compelling. It's mobile game roots seem to be a real issue.
I do like Exit the Gungeon, but the fact that the game won’t let me use the d-pad on my Switch Lite is inexcusable. Plus, the tutorial is mind numbingly tedious. 7/10 is bang on for me.
[EDIT] This is a super minor quibble, but why Devolver didn’t use the icon that’s at the top of this review is simply beyond me. The plain yellow square that represents the game on our home menus is terrible. Especially given that Enter the Gungeon has one of my favourite icons!
I liked the game until my baby bro discovered that you can spam jump dodge to dodge any bullet basically forever. Now he's laughs maniacally while being annoying. I can't stand it.
I loved the first game, but I'm not feeling the new verticle, side view platform formula. I'm skipping this,one.
Gotta say i had a hard time with it at first, but once you get behind the new dodge roll mechanics it starts to be a lot more fun. There certainly are a number of issues with this game, like sudden charge weapons throwing you off, the damage/health balance being completely different and overall a bit of a lack of clarity sometimes but right now, i'm having fun with this game.
Oh and use ZL to jump, not B. Made the game like three times better once i noticed it
It seems fun, and I'll probably try it anyway given the low price.
It's a lot worse than Enter the Gungeon imo. The side-view doesn't work as well, the controls cannot be remapped and the random weapon switching is the exact opposite of fun.
It's a weird design choice for a sequel to reduce the freedom of movement rather than increase it. And while that can sometimes make for very laser-focused gameplay, I don't get why they went this way since the original already had immensely tight gameplay - and they could have taken that into full 3D environments.
Instead they have literally removed a dimension (in an age when we a drowning in quality 2D retro-games as is), rather that adding a new one (and yes I do understand what the review is referring to).
As soon as I saw the first reveal for this I had an overwhelming 'Why back to 2D?' and another general 'Why?' in my mind and I'm sure I wasn't alone.
Just a very weird choice from the devs, and I cant see many being very enthusiastic about it, when they already have a more interesting game in the same world.
Pretty much what I expected when I first saw it.
I don't like the "jump and aim" style in general, but as a huge fan of Enter The Gungeon, I'll certainly pick it up someday, if only to support them and pay them back for the 185+ hours I spent on Enter, which I only paid 8€ for.
Yeah seeing it change to side scrolling made me say meh.
They lost my money with no dpad and weird jump binding. Patch it in, and I'm down. Otherwise, meh. I'm not paying to get my butt kicked, and have to deal with controls I cant stand.
@PhilKenSebben Don’t blame you, man! Not allowing players to use their d-pad in a 2D game is utterly criminal. Like you say, fingers crossed, they’ll patch it in. In the meantime however, while I won’t be deleting it, with a metric ton of ultra tight 2D games on my Switch, I very much doubt it’ll get another look in.
I also notice a typo in the game. Icing on the cake!
I feel like there’s a lot of misunderstanding with this game. It is not a sequel it’s a spin-off/follow up. That may sound like splitting hairs but some seem upset at this being a bold direction to take the sequel. This is not that. This is just them messing around making another game in the series like how Shovel Knight is making Shovel Knight Dig. Shovel Knight Dig is not a sequel to Shovel Knight. All of the wording in Devolver’s descriptions, and even in this review, specifically do not classify this game as a sequel. Rant over.
Haven’t played it yet but I’ve been waiting for this on Switch since it released on Apple Arcade because I’d rather have the controller. 7/10 feels like what I would expect out of this so sounds good.
It definitely doesn't look as appealing as Enter The Gungeon, which I am am huge fan of. I do think it still looks unique though, so maybe someday I will give it a shot. I have a inkling that I won't spend as much time with it as I did with Enter The Gungeon. Perhaps with that logic in mind, I should just wait for an Enter The Gungeon sequel.
This was basically a showcase for Apple's new game service. It was designed for mobile. While it's not half as deep as Enter, Exit is definitely fun and has the same charm as the first, but this should not have been considered a sequel IMO
@Darlinfan gotcha - that all makes sense.
I'll probably give this a go once I eventually finish Enter the Gungeon. If I ever finish it...
It would be important for people to consider how dedicated this developer is to its games. As we speak the developer has been in constant conversation with the players taking recommendations and rolling out patches almost daily since launch on Steam.
This says A LOT about the kind of interest and direction the creators have in mind for this gem.
Day one, because of fan request, they added a TON of options to improve controls and game balance. Today, the game is superior than it was at launch some days ago (can you imagine?).
I do not know how fast the patches are dropping on Switch (i only have the Steam version) but as of now, the controls have almost neared perfection, and the systems and mechanics will only improve from now on.
I am truly impressed with this game and the developers behind it.
Very recommended. It is definitely Gungeon, a different kind of gungeon and that is a wonderful thing.
As cynical as I am, I suspect it's a dev hoping to cash in on a sequel/spin-off to a hugely popular game with minimum effort/investment. This game obviously had way shorter dev time and there's a lot of asset flips etc. But as I said - I might just be too cynical.
This is a skip for me, even though I LOVED Enter...
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