I have played guns and fury, it was pretty and okay but also very flawed and frustrating in some ways.
+It really is metal slug metroidvania. Your basic attack is an infinite pistol, your sub weapon is stronger but costs ammo and your throwable varies a lot but has it's own rarer to find ammo.
+The game has a lot of surprisingly well hidden secrets, especially game changing stuff inside walls. The acessory that resists burning is huge and is in a breakable pipe, and a gas mask that is necessary for other secrets is in another one.
+The game is genuinely challenging since enemies hit hard and some bosses actually kept killing me until i had to get gud and learn their whole attack pattern. You can also go long stretches without a save point.
+It looks and sounds really good.
-The game is very tiresome to just go around. If you got no ammo then you'll probably mash pistols +50 times per room and every room is hyperpacked with enemies that shoot arcing grenades, homing rockets, hide behind cover or pilot tanky mechas.
-There are very few teleports and they're in random ass awful places (why there is no warp near any of the shops? why is there only 1 warp near a save point?) leading to a fuckton of time wasted on backtracking and due to the previous point, backtracking feels awful here.
-the map is just blue rectangles that are useless cause the room layout is usually fair complex so you dont grasp where the exists actually are. It doesn't even say the name of the zone you're win so i had no fucking clue where anything was. The most you get is a purple dot map marker but alas...
-The game abilities make completely impossible to know where you're actually supposed to go because there are too many of them and nonsensical.
For example, the powers are
-Slide (ok)
-Double jump (ok)
-wall climb on specific rocky walls (why?)
-wall jump that throws you far so you need 2 walls (why not just have wall climb anwhere?)
-object pogo that launches you foward (very awkwarde to use and hard to grasp)
-FOUR DIFFERENT MECH KEYS you need to find in order to get past specifics rooms
-multiple weapons and bombs that literally only serve to open 1-2 doors, like elec gun, freeze gun, grenade, sniper etc and arent good for combat (grenade is ok)
-A dodgeroll (this is the slide but invincible on a different button which feels redundant, late game and optional ?)
-Dash (a very late power that makes you move faster by holding a button, also optional)
And here is a big problem, since most of these powers are for verticality (double jump, wall jump, pogo, fly mech, freeze etc) it makes very hard to remember where you're supposed to next because it all mumbles "that place i could reach" so when i got lost in late game i had to backtrack the whole map it was the right place for the last power i got.
One other minor thing is that explosions totally pollute the screen and most are actuall harmless while others aren't which feels very frustrating. Sometimes a shot explodes the floor and the explosion doesn't hurt you but certain boss explosions do.
The story is also completely forgetable. Vincent Fury (yes thats his name) goes to an island save a cientist and kill bad guys. They all have generic "You cant beat us we'll take over the world" speeches and acceptable designs that feel references (one boss looks like terminator, another is just liquid snake, one is literally dr octopus).
One thing i love and hate is the generic enemy design. On one hand, i hate how 95% are just "soldier with gun" but i will praise the devs for trying REALLY HARD to make every enemy unique, like for example here we have 4 different enemies with different weapons and designs, and every zone has their own enemies.
But in the end it all blends because you fight all of them the same way, spamming from a far. They all have contact damage too which i respect but don't understand in this game. There is a melee choice but if you're not one shotting or mashing a stationary boss it's just not worth the risk, you're better shooting everyone from offscreen.
So tl;dr: it's a well made game with a frustrating weak map, tiresome to backtrack, fight and explore.