Fortunately, dying only sends you back to the start of that short second level lasting around 15 seconds, and alternatively you can hit a button to send you right back to the start if you feel your run isn’t too hot. It all adds up in the end to create insanely intense levels. Avoiding spikes will take up most of the challenge in the first few minutes, but by the end of your journey you’ll be traveling through warp holes, dodging and blasting down enemy fire, and rummaging through homing lasers. Within minutes of mastering a concept, you’ll be introduced to a new gimmick you must conquer. Levels start out basic, but developer ThirtyThree did a really great job of progressively increasing the difficulty and throwing new challenges your way. The levels are organized by being little challenges that are stringed together and played in quick succession which makes it easy to just pick up and spend a little bit with – perfect for the Switch. Surprisingly, the game is intensely challenging, and the more you dive into it the more you fall into the “just one more try” mindset. This tasks you with finding the perfect rhythm to stay in sync with the pace of the game, and before you even know it, you might just feel like you are playing a rhythm game. You can either shoot behind you to keep moving along with the screen, or you have to temporarily halt your progress to destroy what’s blocking your path. However, these uses are exclusive, and only one can be used at a time. You’ll use a powerful gun that both propels you forward and obliterates anything in your way. The screen is constantly and speedily scrolling, and the final twist is that you have just one tool in your arsenal. The main objective in ATOMIK: RunGunJumpGun is to travel across tunnels filled with barriers and enemies while collecting as many “atomiks” as you can bag.
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