Reviews from

in the past


roguelite roguelike roguesimilar roguesomewhat rogueshut the fuck up i dont care anymore. oh uh yea so enter my butthole is a fun shooter game where you run around as a little insignificant play figure where everything takes 300 gajillion shots to kill but u die if a table looks at you funny.

the dodge roll mechanic the developers named themselves after kind of sucks to be honest

Started a new save, beat the first 4 character's pasts on my first 4 runs. Beat the Lich on my 5th run. It's not easy being a gaming superstar.

the resourceful rat has taken this review

why the hell would i play this when i can just play rogue


what if nuclear throne but without anything that makes nuclear throne fun or interesting

I'm a fan of the rouge-lite genre, and while this one didn't do it as much as I would have hoped, it's still quite a fun time returning to every once and a while, even with a seemingly sharp and sporadic difficulty curve. No Isaac but still pretty good.

I’ll begin by saying that this review should not be taken seriously: in fact, I don’t even know if you can call it a review. Like with Jet Set Radio (https://www.backloggd.com/u/RedBackLoggd/review/456111/), I have given up trying to play this game because of mechanics I consider to be flawed to the point of making completionist endeavors fruitless. As such, little more than 2.5 hours have been logged, meaning there is no doubt I have missed out content that would better inform a real opinion.

So why did I quit on Enter the Gungeon? It comes down to one term: RNG. We’ve all played games that adopted Diablo’s loot system wherein beating areas culminated in a randomized treasure that was either groan-inducing or worth the trouble. Now, imagine that applied to multiple aspects of a game: the quality of weapons you get, the items you find (or don’t find), the layout of the map, the bosses, the bosses’ lairs, and enemy spawn points. Imagine all of those features lathered with scattershot probability and zero-sense of progression and you will hopefully see why I ended up abandoning ship.

As ETG is a roguelike, some fans may claim that I am simply not used to what are ultimately standard components of the genre. It is true that ETG is my first official entry into roguelikes, but a little research shows that what I am complaining about isn’t conventional amongst them. Yes, procedurally generated rooms are common; however, the range on their drops is definitively capped, and, more importantly, you get an idea that you are advancing forward. In ETG, neither of those things are present - one run can see you instantly acquire a flame-shooting shotgun that allows you to blitz right on through; the next can literally give you nothing, forcing you to try to make it to the end with only your starter pistol.

I cannot stress enough just how irritating this whole enterprise is. Player skill is thrown-out the window in favor of a dice roll that makes the difference between a grind-a-thon and smooth-sailing. Sure, you can technically engage in some form of strategy ala tactfully dodging and returning fire, but given the Bullet Hell frenzy of enemy (and boss) attacks, this, at best, drags the pacing of fights to a crawl (antithetical to the nature of schmups) or, at worst, makes them feel like cheat-fests, especially on higher floors where the defense and attack power of these monsters increases. It’s not that such brawls are particularly hard, it’s that the risk-reward ratio is inherently corrupted.

The combat isn't the only thing that takes a hit as a result of the RNG armaments. Exploration is severely discouraged since clearing chambers requires risking your HP in slugfests with swarms of creatures: why bother unveiling the fog of war when the rewards aren’t guaranteed to match the risks? You’re better off immediately engaging the head honcho upon finding the entrance to his/her abode than frolicking around the rest of the map in the hopes of discovering some secret or public cache; there is literally no point in blasting your way through demon-after-demon if you’re not guaranteed something tangible.

To counter the stupidity of this game design, Enter the Gungeon throws in a few alleviating elements, though you’ll quickly find that each of these holds severe flaws that undermine their very purpose! First are the presence of two stores: one on the hub surface, the other inside. The former sells new weapons with currency earned from beating bosses, but these just get inserted into the loot generator amidst the other useless schlock; the second are a variety of items, but these too are subject to the RNG governing the game as a whole, meaning one layout the vender can have healing items, keys, or new guns you desperately need, the other more inadequate junk.

Second is the coloration of contraband chests- you’ll quickly learn that the hues of depositories dictate the quality of their spoils. Once again, though, the chance-based apparatus combined with the limited number of obtainable keys makes the premise an inherent gamble: you’re going to waste time and potentially hitpoints looking for a lockbox, and then further use up (and/or spend money on) a latchkey, only to get a freakin’ crossbow after the endeavor.

Both these pathetic attempts at checking the RNG are degraded by an additional problem- the lack of descriptions on objects. With guns, this is tolerable since you can quickly surmise the power/spread of one via shooting it; with other weapons, though, it’s hit-or-miss. Examining any in your inventory brings up a description that may explain what it does, but just as often opts for a vague mythological blurb akin to a Pokedex entry. You’re better off consulting the wiki than squandering gold on something that may not even help your playthrough (whether or not that’s a valid solution for a video game is up for debate).

That vagueness extends to a lot of features in Enter the Gungeon. Besides a small tutorial that teaches the basics of jumping and shooting, you’re not given any instructions on other facets, like elemental effects or what to do about that weird guy in the sewer. Regardless, I don’t find this to be a particularly bad part of the game since those are minor in the grand scheme of things.

It’s a shame that the RNG taints things because almost every other aspect of Enter the Gungeon is solid. The sprite-based character models and medieval-flavored architecture bask under a dark rainbow of colored enviros, making for a ghastily vibrant world. The procedural algorithm does a decent job at freshening stages up each time you have a go at them, and the inclusion of numerous breakable objects is both surprising and welcoming, especially during shootouts. Combat flows fine (the number of guns at your cold dead fingertips has been covered extensively by other publications), and the 80s-esque arcade OST does a good job naturally transitioning between vestiges whilst keeping the adrenaline of firefights pumping.

That being said, I said “almost” for a reason- small gripes come up, such as the reused SFX for the aforementioned destroyable objects, minor ability variations between each of the controllable protagonists, the sparse story against the grand lore, and the lackluster design of most of the beasties (though the bosses look pretty sweet).

But even if these were resolved, they wouldn’t be able to overcome the faults I raved enough about earlier. Again though, this isn’t a legitimate review, and clearly a lot of people have had tons of fun with Enter the Gungeon and its randomness. I unfortunately wasn’t one of them. Maybe it’d be better with multiplayer….

I've owned this game for a few years aswell as have almost 35 hours, but never felt any fun in the game itself.

Maybe I should do something more useful for once.

ETG is one of the best rougelike games I've played in a long time. Rather than just rewarding good rng like most in it's genre, ETG makes it so even the worst luck runs can be won with skill thanks to its SHMUP like enemies and bosses. The amount of content in this game is insane and puts others to shame even going so far to include secrets that you might only find once every 100 hours.

The name of the game is guns and there are about 200+ of them to pick up during a run-through. While you have the standard AK, Shotgun & Pistols which are great in their own right, the game has a ton of wacky weaponry that are not only fun to use, but also have a use so you don't just forget about them minutes later.

There are a couple of gripes, the look of the gungeon's floors do feel repeated at times and can get quite boring by the 20th hour. There are some technical problems with the game such as controllers not responding after entering a new floor or the game crashing but most of the original launch issues have been fixed and they're still committed to fixing bad bugs in the final upcoming update. The last problem I have is that the pacing of the first floor could be way better, getting stuck with the beginner pistol at the end of the first floor is a pain as it's not as challenging as it is really slow to clear rooms until you get another weapon.

Overall, the game is really fun and polished and if you like rougelikes I highly recommend you check Enter The Gungeon out.

Really bad roguelike. You're never well-equipped enough for the bosses and the cover shooter and bullet hell styles don't mesh well together. The only reason this game has the reputation it does is because of the lore and the ridiculously diverse gun pool.

Dodge Roll ask themselves "what if we make a Binding of Isaac but with actual good gameplay" and they delivered.

I’ve picked this up and put it down and picked it up many times; it’s very charming and controls terrific, but I’ve never been able to beat the final stage.

Cool game to play. One of my favorite roguelikes. Love the sprite work for this game. I'll definitely come back and play this game and unlock a lot if not everything. Would recommend.

There's a nsfw fangame called Enter the Cumgeon.

game is incredibly smug and up its own ass. weapons arent really all that fun and all feel pretty samey, upgrades are few and far between and most of them dont make any noticeable differences. rooms and floors are incredibly long and tedious.

i just fucking hate how ridiculously unfunny and smug it is. makes me want to strangle every NPC in the game. fuck off

Enter the Gungeon is quite possibly one of the most beautiful tributes to video games I've ever had the pleasure to play. It's a beautiful blend of bullet hell and roguelike which works in a way I could've never imagined, and the insane pool of guns and weapons includes references to quite possibly every video game that has ever existed. And before you ask, YES: that does include Galaga (as if the whole game wasn't already a reference to the king 😉).

Top down shooty rouge-like with shoot em up and legend of zelda elements means that we're comparing this to Isaac right? Yeah.

Well for the first 29.3 hours spent over years of playing this on and off whenever I remember that it exists, this game feels like it has an answer to every problem Isaac's design had accumulated through its decade of development. Backtracking to the shop a bit of a pain? Once you find it you can just teleport there and back with the greatest of ease. Tired of enemies spawning on top of you and getting hit by the enemies death bullets cuz you forgot every enemy explodes on death in Isaac these days? Enter the Gungeon telegraphs both of those things. Your run lagging behind on power because you didn't get enough Devil/Angel deals (aka where the fuck did all the soul hearts go Edmund)? Enter the Gungeon rewards a health container upon clearing a boss after taking no damage, still encouraging doing particularly well in early sections of the game while not being the end of the world if you didn't get it either. Tired of getting a bunch of bullets and enemies trapping your big chonky hit box that sometimes just wonder how you're supposed to get out of the way? Besides sporting a much smaller hitbox-to-rest-of-the-screen ratio, there is also a dodge roll to get your still not quite touhou sized hitbox through some less than predicted scenarios, while also having enough commitment and recovery that you're not just dodge rolling every second of a fight and calling it a day. And for every other sticky scenario, you're also packing a couple blanks a floor for clearing a room of bullets, ala Touhou bombs but without the shit ton of damage or the ability to press the button a few frames after the fact.

Obviously there are good items to get for a god run, wouldn't be that interesting of a rougelike otherwise, but I feel like it doesn't happen that often, I can't quite prove it but I feel like the power level of runs are pretty decent, as opposed to Isaac where you have items that can truly just be terrible. I suppose the weird part is that each item/gun tends to be it's own thing and do it's own thing while having a few hard coded upgrades for having certain thematically similar items in your inventory and sometimes you come across the occasional bullet upgrade, while in Isaac every item is being stacked on top of whatever it is you are doing, but it still works I think. The guns each have their own unique shots and quirks, with a little text blurb in the game's little in universe encylopedia, the "Ammonomicon", explaining what it do along with bits of flavor text to maybe hopefully cut down on searching shit up on the wikia (the wikia still has a lot of info not mentioned so it unfortunately still remains a bit of a necessity for getting through these kinds of games).

I could keep making direct comparisons with Isaac for how one game handles one thing and the other handles it differently but I think I made my point in how Enter the Gungeon is generally the less frustrating more level headed approach in comparison to Isaac's "Give you the powers of god one second and then beat you over the head with a rock the next" shenanigans, not that those don't have it's own appeal of course.

One might get the idea that I'm making this review because I'm mad cuz bad with Isaac and this game just gives a bunch of shit to make things easier. And yeah, I'll admit that I only really decided to try and beat this game after getting an Isaac tick with the drop of repentance and then subsequently getting really frustrated with it... after 7 or so wins. Those 29.3 hours I put into gungeon only translated into a single victory, this game does not care if you suck at it. and yet I feel like it's because of all of those bells and whistles I mentioned that makes each loss, while sometimes heartbreaking, a lot less frustrating than how Isaac can be a lot of time.

And that's why this game seems like a nice little thing you pick up for a hour or two, dodge some bullets, test a bit of your luck, and then move on and continue wondering why I'm not good enough to play against my friends in fighting games... you know, whatever it is you do. As decent as this game is it doesn't exactly have Isaac's dozen of final bosses and dozens more of normal bosses on top of that, so I can't make much of a recommendation beyond what I've said if you can deal with what is ultimately, a still pretty random, still mechanically simple, and still ultimately endless rougelike shoot em up.

... this game can actually just shut up with some of the references tho. Like ok, the music is ok if I don't feel like putting on some playlist, the in-game art looks fine, pretty neat, but this game really needs to shut up sometimes. wow, a box, a cardboard box, no one will see you in this thing, do you get it? Oh yeah I get it, real laugh and a half, now where's my real A rank item I spent my last key on you cheeky fuck?

Shame I can't get into this - I love the soundtrack and how it looks.

I absolutely can't stop playing this game, I'm a big fan of both roguelikes and bullet hells and this honestly blends them perfectly. I've unlocked just about everything in the game and I still keep coming back to it to do random challenge runs. It's sheer amount of guns and randomness alongside the seemingly endless amount of secrets makes every single run feel new and interesting. Gungeon captures my love for games maybe more than any other one. It doesn't have an in depth story or interesting characters or anything, but it's just pure fun for me and I can't stop coming back.

toy story meme where buzz says "blank, blank everywhere" but replace blank with guns

Enter the gungeon é uma experiência incrivelmente divertida. Tudo no "Balabirinto" se torna uma arma ou tem alguma relação com uma, possibilitando armas inusitadas, como o r minusculo se tornou uma arma que atira as letras que formam a palavra ''BULLET'', pq ele se parece com uma arma. Cada andar do gungeon tem uma variedade de 2 ou 3 bosses para enfrentar, que mudam de run para run. Ao longo do tempo é possivel debloquear mais armas e variações para o jogo ao libertar npc's presos na gungeon. Mas o que eu mais gosto é a historia, cada personagem esta ali para matar o seu próprio passado, é uma historia sobre arrependimentos, e cada personagem teve uma decisão que pretende mudar ao pegar ''A arma capaz de matar o passado". A única coisa decepcionante é o multiplayer, que somente pode ser jogado no controle, não há possibilidade de multiplayer online (apenas com parsec ou remote play), e o segundo jogador fica sendo eterno coadjuvante, pois ele só pode jogar com o cultista, que tem habilidades totalmente voltadas a se sacrificar para que o player 1 sobreviva, entendo que apenas 1 jogador pode matar o passado por vez e provavelmente ai que surgiu a ideia do cultista, porém acredito que poderiam ter deixado a escolha dos jogadores, aquele que pegar "A bala" mata o passado. Mas ainda é um excelente jogo e certamente está entre meus favoritos.

It has been brought to my attention that some humans say "one can have too much of a good thing." This is just too much of a bad thing.

It could be much, much worse. It doesn't offend me. I am still staggered by how much this game wants you to put time in it without possessing any soul or gravity. It feels like a game for people who have great love for video games as a concept and I hate video games. Whatever referential charm or quirky inventiveness some people see in it is wholly absent to me.

Last time I tried playing this I got an email from my mother that my cat, Sulu, had died. I was still happier in my grieving, imagining his cream-colored fur and soft pink nose, his warm purring and the way he hugged my leg with his tail- so much happier hurting for his loss than playing this overhyped nothing.

Masturbating is more rewarding and takes less time.

I don't know if there's much more to say about this one other than I guess I tend to not like roguelikes? This one was particularly disappointing to me because I really loved all the goofy gun theming but the learning curve was just too high and I had no motivation to make it past the first like... 3 floors maybe? Might be worth giving a shot again someday considering I've completed Hotline Miami since then and improved a bit at twin stick shooters. Also the pixel art is ugly as sin sorry.


I had fun with this for a bit but I'm shelving it for now! For an indie game from 2016, its art and visuals hold up super well and it has a very fun and quirky sense of humour without being overbearing and a bit embarrassing like a lot of indie games. I actually think the core gameplay just leaves a bit to be desired? I'm not sure that dodge-rolling with I-frames really works in a 2D perspective, it feels a bit awkward to me. (Though I think the table-flipping mechanic is pretty cool.)

I also think it's a bit too cryptic for me, I really don't like consulting walkthroughs if I can help it but there's so many NPCs I've rescued who I've just never seen again (or maybe don't know how to find) and I don't get what the deal with the crypts are and the game makes no attempts explain wtf the "Prime Primer" is as far as I can see and so on.

I'm shelving it for now bc it's just gotten a bit repetitive (and Ammo-Conda can absolutely go and fucking do one) but I might come back later and update this if I do because it is fun! I've gotten as far as The Forge so far, and I wanna push through and see what more is in the game, but I'm not sure I can push through the tedium of Acts 2-4 again. That's a roguelike for ya

It's fun to shoot things with a bunch of wacky guns, nothing more to say.
Fuck the ammoconda tho

Nuclear Throne ran so this game could trip on its shoelaces and start crying over a scraped up knee

This is a super fun rougelite. It's super challenging the first few runs when you're first learning the game but once you get used to it and start unlocking stuff it just gets better from there. It's got a huge amount of charm and love put into the designs. There's a lot of dumb puns made but they fit right in. The guns and items are hilarious and there's a seemingly endless amount of gun mechanics and enemies to discover. It's co-op so you can play with a buddy, but your buddy can only be one character which is a bummer, but really doesn't take too much away from it in the long run. If you're willing to learn how to play, I promise it's worth it.