This makes the repetitive nature of retrying levels less arduous and the overall game more enticing for short play sessions. The game’s 100+ stages are relatively short so memorizing and executing a stage perfectly can be done in relatively little time. Mastering what each level has to offer feels incredibly rewarding collecting every atomik in a stage and surviving obstacles one-hit-kills requires virtually perfect execution. But it’s when all these mechanics are stewed together that levels begin to truly shine: whipping my way through a cloud of fireballs and buzzsaws was consistently thrilling. do a great job of stopping players dead, over and over again. Collecting enough atomiks in one world will unlock the next, each of which introduce their own set of mechanics, colors, and villain.īuzzsaws, cannons, teleporters, spikes, etc. Armed with what must be the most powerful minigun ever, your running scavenger can propel himself upward by firing his weapon downward or blast through upcoming obstacles. You play as a scavenger hopping from planet to planet, station to station, gathering atomiks – some McGuffin type collectables whose purpose seems secondary. RunGunJumpGun delivers in both categories, dishing out creatively hazardous level designs at a pace that makes each level worth retrying fifty-plus times and each new level all the more refreshing. ![]() ![]() What makes a physics-based 2D runner good? What can make it great? In my opinion, the first check is level design, the next is mechanic variety. Yes, that’s overly simplistic generalization but it’s a start. The concept is simple: Hand Flappybird a minigun.
0 Comments
Leave a Reply. |