Mothergunship Highlights the Delicate Balance Between Punishment and Reward in Roguelikes
Mothergunship feels like a classic case of a flawed game with extremely high ambitions. It’s not a bad experience by any stretch, but the few problems that surround an otherwise extremely tight core become more and more glaring as the game progresses.
The game, by Grip Digital and Terrible Posture Games, is a mix of first person shooter, gun construction simulator, and roguelike(-like-like-like) where runs consist of assembling guns and surviving through randomized dungeons of bullet-hell style rooms full of enemies. It came out earlier in the year and mostly feels like it was swallowed up by the tide of summer games.
It’s unfortunate it didn’t get more attention at the time, because, if nothing else, Mothergunship is really trying for something. It’s bombastic, loud, and the gun creation/customization mechanic is genuinely fresh in a way that I haven’t seen in games in a long time. Snapping gun barrels, connectors, and caps (small attachment pieces that grant slight attribute bonuses to the complete gun) together like Lego bricks is a simple, easy and fun twist on what usually happens with upgrade trees. Moving around extremely fast and jumping ludicrous amounts of times (the game goes far beyond double jumps, with a maximum upgrade level of 40 midair jumps) is fun. Dodging oversize bullets fired from waves of enemies is fun.
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