It’s a cool effect, and one that fits well with the game’s overall aesthetic.ĭespite the fact that RunGunJumpGun is set in a ludicrously bleak, dystopian world – you’re scavenging for scraps while in a solar system whose star is about to die – the game’s look is surprisingly vibrant. While you don’t restart instantaneously, this is only to give you a very brief transition where you move back through the level as a luminescent beam of energy. However, given how frequently you’re likely to fail, short levels are generally a positive, as is the very fast restart time. Once things really get going the margin for error gets reduced to, effectively, zero. While you can, at times, continuously fire forwards until you need to use your gun as an ad hoc jetpack, this ploy can really bite you later in the game, mostly due to the fact that dislodged spinning blades will float along with you in water, remaining just as deadly.Īll of these various elements are combined into levels that, while short and can often be completed in under thirty seconds, will punish you for the slightest mistake. Of course, you can’t fire downwards and forwards at the same time, but rapidly alternating between the two quickly becoming second nature. These two modes of firing your gun are literally the only control you have over the game, allowing the default control scheme to be boiled down to pressing left or right shift on your keyboard. This change in orientation itself is more than enough to throw you initially, but it’s when you have to shift between being above and below the water’s surface in rapid progression that things really tax your mental reflexes. Water levels late in the game, however, flip all of this on its head, with your gun propelling you downwards into the murky mists, while releasing it leaves you floating towards the surface.
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