
Every gun, barring your starter weapon, has a finite ammo count in addition to needing brief pauses to reload when a clip runs dry, creating an interesting economy where you'll be torn between wanting to use a powerful gun as soon as you collect it, or to save it for a dire moment. Tables can be flipped over to provide temporary cover, or, if one isn't present, you can use a 'blank' which erases all bullets on screen and pushes enemies back. While dodging a moving minefield of bullets presents its own challenges, the game always ensures you have a variety of choices for every problem. Looking at one of its trailers, which are all explosions and shooty-bangs, it can be hard to grasp just how tactical the moment to moment running and gunning can be.

Though guns and bullets are the game’s bread and butter, Enter the Gungeon isn’t mindless. A bullet from heaven acting as the origin story for a bullet hell. The fact that the damage was caused by a giant bullet from heaven is important as it shows the extent of the game’s gleeful fetish for all things guns.

Apparently the Gungeon used to be a fortress before a giant bullet shot out of heaven and destroyed it, and in the rubble is said to be a mythical weapon capable of erasing time. Each one of these adventurers is on a quest to, quite literally, kill their past. The Soldier, for example, comes with an extra point of armor that makes him a little tougher, while the Hunter has a cute dog companion that will collect items for you. To begin, you'll choose between one of four adventurers to play, each one equipped with their own starting gear and passive bonuses that help dictate their style of play. Even though I wasn't ever surprised by the basic concepts that Enter the Gungeon fired at me, the game does a good job of making sure each one has more than enough stopping power.

From what I've seen so far, the unwillingness to experiment with the basic framework could be one of Enter the Gungeon's few flaws, but even then it may only seem like a flaw if you’re overly familiar with the genre. You'll run through randomly generated rooms, kill hordes of baddies, and each floor ends with a boss fight. That said, the experience of each playthrough is very similar to the games that Gungeon resembles. It’s bullet hell gunplay stitched to the top-down arcade roguelite. It borrows the basic structure of games like Nuclear Throne and The Binding of Isaac, and then adds even more enemy hordes, patterns of slow-moving projectiles and traps to the mix. If you've played any of the modern breed of roguelites that have cropped up over the past few years, there's a good chance that Enter the Gungeon will feel familiar to you-perhaps too familiar. Every time I think I couldn't possibly find a more ludicrous gun, one always appears.

It's a roguelike shmup which should be arriving some point later this spring and though I've only played a small portion of the game, I've lost count of how many times I giggled at the ridiculous weapons I stumbled upon during my journey. That sums up the silliness of Enter the Gungeon somewhat. Even though it feels considerably less useful than my other weapon, which shoots ice cubes that bounce around and freeze enemies, I'm going to use it because the novelty of murdering enemies with high-velocity clothing is irresistible (RIP Maude). I just picked up a gun that fires t-shirts.
