GoNNER takes inspiration from roguelikes Downwell and Spelunky, in some clear ways mixing simple 2D platforming with satisfying, challenging shooting and intense boss battles wrapped together in a gorgeous art style. What it lacks in variety it makes up for in the chase for a high score.
GoNNER
Developer: Art in Heart
Price: $9.99
Platforms: PC
The gameplay is basic on the surface: Jump, shoot and avoid your way from left to right moving between the different areas. At the start of each run, players have the option to chose their head type (determines health and damage effects), gun type and a body attachment which gives a special ability. These choices are not bound to your playthrough and can be swapped for new choices as they are discovered in the different levels. When you take damage your head, gun and attachment all drop and the player becomes vulnerable to death. If you are touched again before collecting yourself, it’s game over. This adds a layer of tension to taking damage, your head might have 5 hearts, but if you take damage once and they are hit again quickly after your run is over. This mechanic can often be annoying. In the chaos of the action, it’s hard to determine which part is which and while the player has control of the body, it’s not immediately clear where the body is after taking damage. This results in multiple playthroughs ending rather abruptly in a frustrating haze of confusion. Despite this damage mechanic, the core gameplay loop of shooting enemies, chaining together combos and powering through boss fights is very satisfying when pulled off successfully.
GoNNER’s levels are divided up into different worlds. Starting with monsters, then robots and finally some psychedelic enemies. These worlds have three or four different enemy types each of which have their own behaviors. The moment to moment action is a mixture of platforming and shooting. The combo system encourages players to speed through levels, and successful chains result in currency used to buy additional lives, or swap out gear before a boss battle.
The music in GoNNER is mostly simple ambient noise, that pairs well with the sounds of destruction. The soundtrack really shines in how it works with the combo system. The higher the combo, the more complex and faster paced the music becomes. This is an excellent use of sound design as it builds tension and encourages faster play styles. I found myself more willing to take risks and move faster in an effort to keep my combo going.
The art style of GoNNER is quite unique. Simplistic character designs are paired with a bright colors on a dark background. The enemies objects that can be interacted with are clearly distinguishable. Each world has a different visual style but they all have an interesting draw in mechanic where platforms aren’t present until the character is within close proximity, This means that the path isn’t always clear, and players have to think on their feet when trying to move fast to keep a combo going.
The boss battles in GoNNER are static, unlike the procedurally generated nature of the main levels. At the end of world 1, you always fight the same boss. These battles are very challenging with boss specific enemies and environments that differ from the main levels. The equipment that might have been perfect for the main world, could be less effective in a particular encounter. Unfortunately there isn’t much diversity when it comes to equipment.
The Final Word
GoNNER is a challenging experience that refuses to hold your hand. If you are willing to put in the effort it will reward you with the satisfaction of a high leaderboard position. The lack of depth and complexity leaves some to be desired in the grand scheme of things, but the combo changing shooting and enemy bouncing creates an adrenaline filled, stress inducing experience well worth playing, and chasing that high score.
– MonsterVine Rating: 3.5 out of 5 – Fair