I recently played two games that were pretty similar to each other: Nuclear Throne and Enter the Gungeon.
Nuclear Throne is straightforward, flighty, and a bit ugly, but I think it's the much stronger of the two. It's a fast, well-modulated experience that's formed around its running and shooting. Levels are the right size, are naturally paced with open areas and hallways littered with interesting enemy combinations---and builds, which are dependent only on character, passive upgrades on level up, and two found weapons, feel well-suited for some situations but difficult for others and fit well into the game's fast pace. You kill quick and die quick with no grace period of I-frames or consumables to lift your head above the water. It's volatile, and it gives the sense of surviving against the game rather than providing confidence or power over its play-space (like the next game...).
Enter the Gungeon isn't bad, but I beat it on my second run, which I don't think should ever happen in a game that has arcade or roguelike inspirations. Enter the Gungeon's levels are too big, with too much running around and too many rooms that are frankly a joke. There isn't a reason for there to be 5 floors---make it 3 so playing through the game doesn't take 45 minutes. Success in this one is (like The Binding of Isaac, its biggest inspiration) based around build: get a high DPS through finding a good couple of weapons and good passive upgrades, and make sure you can stand a few hits. Always worked when the game wanted to give it to me. Over time I learned to appreciate it a little more; there's a lot of content here, and the 'Kill the Past' segments are cool, but its fundamentals can't carry the weight of all of its rooms and guns and secrets and shops and bosses.
Enter the Gungeon is made for those who want a lot of a thing, Nuclear Throne is for those who want that thing to be precise.