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YMMV / Enter the Gungeon

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  • Anti-Climax Boss: Every single Past boss (with the arguable exception of the HS Absolution and the Sequential Boss gauntlet of Agunim and Cannon) is much easier than the High Dragun fought before it. All of them give you a lot more room to dodge than the Dragun does, and even then they have simplistic attack patterns which shouldn't be too difficult to dodge. Granted, you are stripped of every item/weapon you've collected throughout the game, but even then you'll still have enough hearts and blanks to have a good chance of surviving the fight. The fact that there's an achievement for dying to these bosses should give you an overall idea of how easy they are.
  • Awesome Music: The theme song. It's a Theme Tune Rap, and it's wonderful.
    • The Facemelter guitar solo is, in a word, epic. Many a players have wasted entire clips just to listen to it.
  • Big-Lipped Alligator Moment: The R&G Depot. Enemies who are goofy redesigned versions of other enemies? Check. Agunim reappearing in a bomber plane and having voice acting? Check. No one mentioning how bizarre the whole thing is. BIG CHECK!
  • Breather Boss:
    • Blobulord is a Bonus Boss coming after a difficult extra floor, but he's easier than any of the bosses in the first chamber under most circumstances. He's a massive target in an expansive room, so it's easy to keep your distance, he's not good at cornering you, and his bullet patterns are more varied but less focused and dense. Any long-range weapon will take care of him without much trouble, though he can't drop a Master Round since he's on an extra floor.
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    • The Kill Pillars and the Wallmonger, two of the possible bosses on chamber four, are remarkably simple compared to some previous bosses and upcoming ones, or even the third possible boss of chamber four. They telegraph their attacks, and they are usually easily sidestepped, and those that can't be can be rolled through or erased with a well-placed blank. They're not ridiculously easy by any means, but they're welcome fights and it's not super-hard to beat them without getting hit and get their mastery round.
    • The Gorgun in the second chamber, whose attacks are highly telegraphed, straightforward, and easily avoidable. The only noteworthy hindrance during the fight is the inability to use thrown items — which sink into the wet floor — but since the Gorgun has a pittance of health compared to almost every other boss and no methods of recovery, it's a moot point. Get her attack patterns down and you'll find that she's even easier than all the first chamber bosses, who at least make somewhat of an effort to lead their shots.
  • Demonic Spiders:
    • Lead Maidens are much more difficult to deal with than any of the other enemies in the Gungeon Proper, due to their periodic invincibility, decently sized health pool, and the large number of projectiles they fire that (due to how they behave) often bypass cover and leave very little room to safely dodge roll through.
    • Bullet Hell is chock full of these, but even among the others, the Shotgrub stands out in particular. It shoots several rounds of cluster bullets in a shotgun pattern, which split upon striking a wall and disperse in waving, erratic patterns. The combination of ricochets coming from multiple directions (often from offscreen), unpredictable bullet movement, and unlimited range make these particularly deadly in a chamber where you are already being swarmed by incoming bullets.
    • Spogres´ spore attack is bad enough on the surface, shooting a lingering bullet cloud that can easily corner you. However, a few bullets will be flinged at the start of the attack, traveling just a tad bit slower than a Sniper Shell shot. And these bullets are completely randomized. The Fungun shares these problems, but Spogres shoot on last cloud of bullets on death, including the speedy ones. And they are Tanky.
    • Wall Mimics. They're practically undetectable until they show themselves, and when they do show themselves, half of the bullets from their opening attack are Jammed shots. They frequently use their room-filling bulletstorm (Mercifully sans Jammed Bullets), are quite bulletspongy, and always drop nothing on death.
    • Tarnishers. They're Like-Likes. Only they steal ammo, not armor, even from inactive guns. Nothing more needs to be said.
  • Follow the Leader: Bears a few similarities to The Binding of Isaac, but has its own identity, putting much more emphasis on Bullet Hell patterns and resource management.
  • "Holy Shit!" Quotient: Usually when someone first gets to the High Dragun, considering how massive it is compared to every other boss in the game.
  • Memetic Mutation: Whenever Wallmonger is mentioned, some people say "THE WALL, THE WALL", a Shout-Out to an infamous meme from Dark Souls.
  • Scrappy Mechanic:
    • Leaving your items behind (excluding keys and hearts) will always result in the Resourceful Rat attempting to steal them, and if he succeeds, he leaves behind a mocking note as salt to the wound. This effectively brings resource management to a complete halt, as you're forced to either take the item where it stands or leave it to the Resourceful Rat's mercy. As a result, many players have a burning desire to somehow remove him from the game, if only temporarily.note 
    • The steps to begin co-op mode are not apparent — instead of pressing start on another input device or going to a menu to turn it on, you have to speak to a specific NPC to enable it. Even then, the second player can only play as the Cultist, which is limiting.
  • Spiritual Adaptation: It's basically Smash TV AS A ROGUELIKE!
  • That One Boss:
    • All three possible bosses of the Keep of the Lead Lord manage to be tricky in different ways, largely because it's the first floor and you may not have any good items when you face them. It's telling that the boss of the first Bonus Dungeon floor is considerably easier than any of the Keep bosses.
      • Gatling Gull has his unpredictable bullets and missiles, continually moves forward to corner the player, and is fairly tanky. He's one of the few bosses with a random arena; he's easy to kill damageless if his room has plenty of solid barricades, but any layout with mostly open space makes him a nightmare.
      • Bullet King’s bullet patterns are a little more predictable, but many of them force the player to stay away from him. Unless the player managed to pick up a decent weapon, it will be very annoying trying to hit him accurately. He's also immune to goop effects, making him much more annoying if your only other weapon is something like the Shotgrub that relies on goop.
      • Trigger Twins may have less Bullet Hell patterns than the other Keep bosses, but as the name implies you'll fight both of them at once. Both have different pattern alongside a charge attack and can spawn enemies. Killing one enrages the other and makes them attack faster, as well as upgrading their patterns. And if you think you can just weaken one and kill him once the other’s dead, he’ll heal up to half health once he gets enraged.
    • Ammoconda. While the other Gungeon Proper bosses have fairly telegraphed attacks, the Ammoconda fires randomly in varying patterns and can heal by eating the enemies it spawns. It's so hated that, like The Bloat from The Binding of Isaac, who's also hated for being That One Boss, it has its own subreddit.
    • Treadnaught is quickly growing to be the most hated boss in the game, even more so than the endgame bosses. Much like the Ammoconda, it fires in random patterns and can quickly fill the screen with bullets that make dodging a nightmare. Not only that, but it can even spawn enemies with rapid-firing guns that can quickly overwhelm you if left unchecked, and it will actively try to destroy your cover in the pillars around the room if you use it too much. Needless to say, it's the cause of many early deaths, and even if it doesn't kill you, you can probably say goodbye to that flawless health upgrade unless you have a stockpile of blanks and amazing dodging skills. Thankfully, a patch on April 11th nerfed him by making his bullets have less range, lowering the homing, and removing the ability of his adds to lead their shots.
    • The High Priest. While the other two bosses of the Hollow are large and straightforward targets, the High Priest, despite also rocking a stupidly-high health pool, is one of the slimmest bosses in the game. Furthermore, he uses Teleport Spam to constantly render himself invulnerable, blasts several complex volleys of projectiles at you with hardly any breaks in between, possesses two homing attacks (one of which he uses on top of another attack), and has one attack in particular where he disappears from the room, becoming invulnerable, and fires loads of bullet spreads from each corner of the room, all aimed at you, per second. The best way to avoid his attacks is to hug the walls... but you can't even do that without being very careful, as bullets are also shooting out of them. Bar Treadnaught, he's the most deadly boss in the entire game and can make mincemeat of even the most seasoned and decked-out Gungeoneers.
    • High Dragun. The Disk-One Final Boss of the game and the last obstacle before The Past Bosses or Bullet Hell certainly stands out as That One Boss. Its attacks are all kinds of Bullet Hell; not only that but it can use several of these attacks at once. Oh, and let's not get into its absurdly high healthbar, or the second phase which has That One Attack in addition to a limited amount of time to shoot the weak spot before it closes. Bring your "A" game, since you'll need it.
    • The Resourceful Rat is possibly the hardest opponent of the game, close to The Lich. Phase 1 involves very, very fast knife projectiles that outspeed every other boss attack in the game, and are fired in extremely wide spreads. The rat also tends to throw the knives after his bigger, flashier attacks, catching players off guard. Phase 2 involves a giant mech suit that seems to fire bullets in no real pattern, and summons massive swarms of Spent. Phase 3 completely flips the gameplay, becoming a glorified game of Punch Out. Thankfully, he isn't very picky about how you can dodge his attacks but his tailspin will wipe you out if you don't dodge. Also, if you're playing multiplayer and think you have an extra person to fall back on if you're defeated during Phase 3, nope! The Rat captures the Cultist offscreen. And finally, the Resourceful Rat won't drop anything of real value if you don't use certain attacks at certain times during the Punch-Out phase. It makes for an aggravating boss, but oh so cathartic to finally defeat.
    • Many of the bosses from the characters' pasts are generally pushovers to compensate for the fact that you are likely worn out from adventuring all the way through the Gungeon and you cannot retry if you lose to them. The Pilot's past boss fight, the HMS Absolution, is pretty tough, but it's nothing in comparison to the Bullet's past bosses. Yep, there are two of them, and you have to fight through both using only a downgraded version of your starting sword that cannot shoot sword beams. You heard that right - these bosses are melee only in the style of A Link to the Past, in a game where literally no other bosses stick you with this rule.
      • To elaborate on the bosses themselves, Agunim and Cannon are fought in a very similar fashion to their non-Expy counterparts. The former is a copy of another boss, the Shadow Magician, that can be encountered in the actual Gungeon, with the main difference being he is a Tennis Boss who is otherwise invulnerable to all attacks except the one you reflect back at him. Fortunately, the Rule of Three is very much in effect with Agunim, so the fight doesn't last as long. Cannon, however, is a different story - he teleports around the room, encircles himself with bullets constantly which makes going in for melee attacks extremely unsafe and difficult, and parts of the floor begin to open up as the fight goes on, which you can fall into and be damaged by, but of course, he cannot. And no, you don't get a chance to heal up between fights - you have to do both in one go, and can only take up to a maximum of six hits before dying. Shout-outs can be cool and all, but this is just a tad much.
    • The Gunslinger's Past is nearly as tough as the Bullet's. Once again, there are two bosses. Except, they are two Liches one which is jammed. Thankfully, they stay in phase 1 only, but the amount of bullets on-screen at a time is ridiculous, especially if both Lichs spawn their Tombstoners. Also, unlike all the other Pasts, the Gunslinger has to play through Bullet Hell before the battle, which will surely wear you out.
  • That One Sidequest: Unlocking the shortcut to each chamber. To elaborate, first you'll need to get a certain amount of a certain item (3 blanks, 3 armor, 4 junk, and 6 full heart containers for the second, third, fourth, and fifth chambers, respectively), a whole lot of coins and keys (3 keys and 120 coins, 4 keys and 180 coins, 5 keys and 240 coins, and 6 keys and 300 coins for the second, third, fourth, and fifth chambers, respectively), some Hegemony credits (10, 15, 20, and 25 for the second, third, fourth, and fifth chambers, respectively), and last but not least, the master round from the previous chamber. Needless to say, it can take a long time to get them all, especially if the game is stingy with item drops and you're not good at beating the bosses without taking a hit. The most notable part about what makes these quests so difficult is there's no way to do them incrementally; you can't just deposit all the coins you have on hand and build up to 300 over multiple runs, you need to have that rather large amount of cash on hand (and thus not spent all run). And for the same reason, having one or two armor pieces is doable, gaining 3 can be tricky, but actually having 3 on hand means gathering armor while NOT BEING HITnote .
    • Unlocking the final character, The Gunslinger. You have to complete Bullet Hell as another secret character, then kill the past of the final character. The problem is that it can take an hour just an hour to play through the game normally, but Bullet Hell itself extend it by 30 minutes! Oh, and the gungeoneer's past requires you to play through the secret chamber again. Yep, you have to do Bullet Hell twice!


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