
The thing is you can have multiple difficulty modes and still have that same sense of trial & error and progression. also didn't know you could shoot chests if you didn't have a key. anytime i see something that sort of looks like a crack i use a blank or i shoot at it. I'm losing my mind though looking for cracks in the wall after i read about it early in this thread. (so far i only have the king/servant, the witch lady, the green alien in the space suit, the weird dude with the backpack, the shop lady and giant armored dude, and that's it) i've been unlocking a lot of guns and items, and every now and then rescue characters. the furthest i can get is dying at a third boss. I know not many agree but they aren't going to change my mind.Ĭool, i was hoping there would be a way to do that. i pretty much side with Jim Sterling on this issue, as far as adding easy modes to these new "git guud" ultra hard permadeath games like roguelikes and souls and what not. it could also help people get used to playing before tackling the unforgiving normal mode. the game can still be plenty enjoyable even without the die-and-start-all-the-way-over mechanic. It's like saying that a puzzle game should have an easy mode with hints and then when players beat that they can play the game as intended, even though beating the game with hints ruins the real intended experience. Allowing players to opt into an easy mode with checkpoints allows them to learn the ins and outs of The Gungeon in a way that defeats the purpose of the genre. People say these games have no progression from run to run but they do, it's just happening within the player instead of on the screen. The idea is to keep repeating the entire game until you can kick its ass over and over. In actuality completing a run is pretty much finishing the tutorial in these games. That one a level is beaten it doesn't need to be replayed and that once the final boss has been defeated the game is over and the player can move on. Suggestions like checkpoint systems or easy modes come from expectations that this game works like other games.


This means learning from mistakes until you're good enough to consistently beat the game. The purpose of any roguelite/like is to learn through trial and error how to succeed.
