

#Rungunjumpgun review full#
Mastering a level means developing a near-instinctual sense for the scavenger’s movement, and while just getting through may only be difficult, getting a full set of the atomiks can be brutal. The gun’s recoil only takes effect when shooting down, and the zippy forward auto-scrolling maintains the same pace no matter how furiously the gun is pushing against it. Successful play is a combination of learning the hazard placement and mastering the speed of rising and falling, with special attention paid to both initial acceleration and hang-time before gravity kicks in. This is where things start getting tricky.Įach level of RunGunJumpGun is maybe fifteen to twenty seconds long, if played successfully. The gun shoots in a constant meaty blast no matter which way it’s facing, and while firing forward clears out anything in the way after a few hits, the recoil from shooting down sends the scavenger flying into the air. A helmeted scavenger wielding a chaingun runs along at a set pace and can do one of two things- fire down, or fire forward. RunGunJumpGun has ten semi-friendly levels to get started with, easing into its action with helpful checkpoints to get you up to speed. There are a total of two buttons to play with, no gamepad input at all and the simplicity of the controls feeds into the surgical precision necessary to not just survive RunGunJumpGun but reap a harvest of the collectible atomics that are so temptingly placed near certain doom. And a few dozen more times after that, learning the nuances of each level while getting mad at yourself for repeating the same mistakes, but getting a little bit farther until the current micro-level falls due to a combination of growing skill and pure bloody-minded determination. Shoot down, shoot forward, die, start again.
