Gunspell 2 characters
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That meant I had to run back to the Tower more often solo because many encounters were significantly more difficult. There were expeditions where my friend and I had nearly doubled the available time, which let us gather a ton of resources and get to the boss at the end of each area much faster than it felt like we should have.įoes seemed to take and deal the same amount of damage whether I had a partner or not, and which enemies pop up in higher numbers during co-op didn’t seem to be consistent across the different enemy types. This works well when you’re by yourself since you’ll get an extra 30 seconds every so often, but when there are two of you, you get way more added time.
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For one, when you defeat a chaos enemy, you can then reduce the overall chaos, which means you get more time added to the countdown to the end of the world. It’s an intuitive way to balance having multiple players, but there are a lot potentially unintended side effects. While Wizard with a Gun attempts to make the map more difficult when you’re playing in co-op, that mostly comes down to more enemies: Instead of one chaos monster spawning, you’ll get two. The most fun I had was with a friend, largely because the overall experience differs wildly from playing solo. Because progression is tied to your guns and upgrades, you can easily jump back and forth into each other’s save files, or just use the same save file when playing alone to progress on your own. While they won’t join your game with any items, it’s easy to stash some of your own in the Tower for them to use - you’ll have plenty, too, as there are four types of guns available to find at various levels of power, and you can carry up to six at a time. You just start a save file in multiplayer mode, and a friend can hop in and out. You can run through the campaign solo or with one partner, and the co-op is super easy to set up. Then, once you’re ready, you reset the clock and venture back out. At any point you can choose to escape to the Tower, where you can spend as much time as you want doing research to gather more bullets - I mean spells - for your many guns, or decorate your headquarters using recipes you get through exploration (although there isn’t much to gain for doing so). How you choose to use each five-minute chunk is up to you, be it gathering resources for a complex but rewarding crafting system, or maybe facing off against a mini boss to gather gears that allow you to unlock more areas to explore. Wizard with a Gun immediately gets you to the shooting and the wizarding, with a campaign that’s easy to understand on its face: With only five minutes left before the world ends, you have to keep turning back the clock in order to defeat chaos and save all existence. As my friends and I kept saying, “it’s got good bones,” but the robes on top of them don’t take long to wear thin. Pulling off spell combos and crafting new bullets can be a lot of fun with a friend in co-op, and there is a good amount to explore for fans of survival sandboxes, but balance issues and the lack of a proper ending leave it feeling like it’s missing an Early Access label. But despite a great opening, Wizard with a Gun starts losing momentum once it becomes clear that it just doesn’t feel finished. This silly premise has a lot going for it, opening the door for plenty of unique combat scenarios in its sandbox world. But the gun is also your wand, so even though you’re shooting all manner of creatures, it’s magical shooting. With a ridiculous on-the-nose title like Wizard with a Gun, you know exactly what you’re getting into.