It each level brilliantly, especially when you're wearing headphones.ĪTOMIK: RunGunJumpGun becomes very atmospheric when played this way. Like so many games nowadays, Atomik: RunGunJumpGun is presented in a lovely pixel art style, but the biggest plus point is the soundtrack. A minor frustration is the inability to remap the controls, meaning hand cramps for me. Thankfully the levels are incredibly short, as is the reset after death, so the game lends itself nicely to small bursts of play. You'll need to anticipate enemy fire, which seems random but is actually connected wonderfully to your movement, as well as memorising trap placement. Much of the game is about learning where you went wrong. In the early levels you're only going to die a couple of time, but in later environments the death counter will be reaching triple digits before you even hit the halfway point. Take a second and it's back to the start. Then fighter pilots start harassing you, trying to take you down. And just wait until you get to the water.Īt one point the ceiling becomes a wormhole, and moving through it will see you pop up from a different place on the screen. Soon though there are cannons spewing fireballs, saw blades that bounce from the floor, and towers that blast out a stream of plasma which tracks your movement. But with each new area, a new dynamic is introduced.Īt first you'll be weaving in and out of gaps edged with spikes - the usual fare. Especially when you take into consideration that many levels will be played over as you die and get thrown back to the start. As each level is basically an auto scroller, time is of the essence, and your reaction times need to be short and sharp.įor the first few minutes you'd be forgiven for thinking that things are going to get repetitive. Juggle itĪtomik: RunGunJumpGun becomes a precise juggling act of shooting in two directions to allow our scavenger protagonist to nimbly move around the screen. The interesting dynamic here, though, is when you're firing forward, you can't hover. You don't have to collect all of the atomiks in each level, but gaining a specific amount will unlock the next world. You have to travel from the start of the level to the end, dodging obstacles and collecting atomils, if you choose to. Jumping is assigned to the L button, shooting to the R button. The mechanics, at first, are exactly the same as Jetpack - hold a button to blast streams of bullets into the floor and hover. It would be an incredible disservice to Atomik: RunGunJumpGun if I were to compare it to Jetpack Joyride, but it's the first thing anyone will think when the game starts.
0 Comments
Leave a Reply. |