One gun gets less powerful as the clip drains, while another alternates between spewing fuel and fire.
Many of the weapons also have secondary effects or function that you’ll have to factor into your strategies. All of these are essential to the flow of combat, and how you use them will determine how successful you are. Reloading, flipping tables, rolling across the floor. One of the best things about the game is that combat is filled with decisions. The fact that shooting feels a bit dull is a big problem.
It means you can have strategies for certain rooms, and none of the encounters feel truly unfair, even if you might feel like some of your deaths are a bit cheesy. The floors of the dungeon – sorry, gungeon – are a series of hand crafted rooms, meaning you start to recognise slight similarities.