The GoNNER: Press Jump To Die Edition includes:
GoNNER OST ( "Enjoy the original soundtrack from GoNNER even when you are not playing the game. Goes well with everything, like quiet walks on the beach, befriending a land-bound whale or spontaneously eating through a rusty minivan.")
About This Game:
Here is where the fluffed up version of the game's story would normally be, but you can see a concise version of it in the text to the right of the screenshots and trailer above. Pretty sweet art style, too, eh?
Here is where we'd reduce the game to a feature list that displays a bunch of numerical values spewing out the amount of levels, weapons, bosses, secrets, and on and on. Sometimes this approach makes sense (sure, we've made a list before) but sometimes (often?) this wouldn't tell you about the actual quality of the game itself, it's just marketing-speak attempting to draw you in by spewing off a bunch of data while at the same time not accurately describing the game or its experience.
GoNNER doesn't really need a list. Truth be told, the developer hasn't decided how many of this and that feels right. Why should they? The game is still in development. If you'd really like a list, here it is:
Exactly one (1) giant landbound whale. That's all any game needs. Bam.
Here's what you actually need to know about GoNNER—it's gonna be pretty tough and if you like a challenge then you're certainly going to get it. We're not going to shy away from showing off GoNNER since we'll be taking GoNNER to various conventions and letting your favorite YouTuber/streamer/website play it before it's launched.
While I initially really liked GoNNER, it began to sink into me that the parts I didn't like were weighing down the game with my disappointment so much that I was slowly starting to not have fun. At the current moment I think I'll refund my purchase and buy the soundtrack on bandcamp. Here's my gripes with the game, in no particular order: Crypticity. Ok, I love crypticity and games with it. I even love it when certain games require crypticity to win. But the keyword is certain games. It really grinds my gears when a game like this or binding of isaac makes every item a complete mystery to what it does, especially since there's permadeath. Why take any risk? I don't know what any of this crap the merchant is selling is, and even if I buy it, it doesn't tell me what it is either. When I do try to buy something, it seems straight up worse than what I have currently or feels like it has no effect. Everything probably has a purpose, but i'm not going to reduce my health by two notches halfway through my run just to question what it did. Either you look up a wiki and spoil the fun, or have the game slap you around a bit until you forcefully learn everything it wants you to. This is especially stressed because... The Game Is Too Hard And Not In The Fun Way. It feels like the developer at points is trying to make it hard, especially since it calls itself "tough as hell". The main problem here is that there is simply too many enemies on the screen at all times. I think the trailer and some screenshots do it justice- but just imagine that a lot of those enemies take 2-3 hits to kill depending on the weapon and they all move at different speeds and have different AI. You walk into a room in the first world even and there is just a ton of crap everywhere and you kind of just spray and pray because you just bought the game and have no idea what the strategy for dealing with this massive wall of meat is, if there even is one. Even the boss fights are just rooms filled with a boss (two, for the first one at least) and a ton of infinitely spawning enemies until you kill them. There's just too much. Hard is fun when you feel like it's a fair challenge or you're being slowly introduced to advanced concepts, and if it's designed around it. This feels like neither- the random enemy generation feels like the computer is abusing the copy paste tool and you are thrust right in. Jumping Feels A Bit Off. Not really much to say for this one, but it's a surprisingly big issue considering that jumping is sometimes what you need to do to kill enemies. I think the acceleration is a bit off or it's too low, just something about it feels wrong. There's probably an item that "fixes it", but it just feels frustrating to deal with vanilla. It's like you're constantly jumping in molasses. But honestly, I don't totally hate this game, I'm just super frustrated it isn't better. It feels like all of these cool assets and amazing music got wasted on a totally generic trying to be hard roguelike when it could have been made into something a lot better. I love the personality, I love the art, and I absolutely love the music. I just feel like GoNNER wastes that potential.
I wasn't in Love by a game since I played The Binding of Isaac a few years ago and it feels great to have that sensation back. It's an amazing roguelike with an original and beautiful art-style. There are unlockable weapons, heads, and items. All have an effect on gameplay. Weapons range from pistols to laser beams and items do various things such as refilling your ammo to invincibility. Heads determine your health and each one has unique traits, such as triple jumping, floating, extra health, or firing an extra bullet. As you unlock these pieces of gear, you'll be able to choose them to create customized loadouts at the beginning of each game. On the subject of health, this game has a unique mechanic that can create some interesting situations. You drop all held items upon taking damage, including your weapon and head. If you get hit again before grabbing your head, you will die. Sounds rough, but managing to survive after all your gear falls down a pit is really satisfying. Music and sound is on point and the beeps and boops give a really unified feel with the graphical style of the game.
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