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/ $19.99 digital Multiplayer, Action, Platformer, Role-Playing 1.3GB Up to 2 players simultaneouslyExplore, build, & defend in this unique mashup of action-platformer and tower defense strategy. You play as a team of Ruinhunters searching for the one thing that can save their village - a legendary weapon known as Aegis. / $13.49 digital Action, Adventure, Arcade 445MB Up to 5 players simultaneouslyThe twin-stick bullet hell for 1-5 players! Three modes of play for intense cooperative/competitive action Unleash destruction alone or with your friends in the 2D twin-stick bullet hell Aperion Cyberstorm!Find new Elements and Abilities, and mix them for more destructive power – Beat your enemies with plasma-coated spiral rockets, scrap them with electric mines, or overwhelm them off with devastating lasers.Travel to vast hostile worlds in Campaign to find your old team. Push through the factions standing in your way to the truth. Also, with cooperative play, experience an added challenge as the enemies you fight become tougher.Versus is the true test of friendship. Don't lose your focus by collecting power-ups in the map for instant abilities, elements, and maybe, a chance to survive.
Versus comes with eight fully customisable rule sets, for quick scraps or longer fights. Go it alone in Free-For-All, or buddy up in Team Battles and share the victory. Add up to four AI players for true 5 player battles!Finally, in Onslaught, your enemies won’t stop until you're defeated, so stand your ground. Survive long enough to unlock new maps. Good luck. / $7.99 digital Arcade, Action 385MB 1 playerATOMIK: RunGunJumpGun is a tough as nails 2D Action Platformer that puts a teeth-rattling, gravity-defying weapon in your hands. With a cast of crazed characters, simple but beautifully difficult gameplay, and a pulsing musical score, ATOMIK: RunGunJumpGun is a loud, trippy mess of twitchy platforming goodness.The two-button setup is disarmingly simple.
Feb 07, 2018 ATOMIK: RunGunJumpGun First Look on Nintendo Switch (No Commentary) Follow us on: Facebook - facebook.com/ContraNetwork Twitter - @ContraNetwork Site - ht. Cut the rope time travel online.
One button shoots downwards, propelling you through the air. The other shoots forward, destroying anything that’s in your path. There is no stopping in this beautifully surreal world littered with deadly traps and soul-crushing obstacles around every corner. Players will have to constantly alternate between the two firing modes to maneuver through meticulously crafted levels where death is a promise not a possibility.
There is only running, gunning, jumping, and gunning, in a mad dash to survive long enough to die again. / $7.99 digital Arcade, Action?MB Up to 2 players alternatingCrazy Climber is an action game for arcade game produced by Nichibutsu in 1980.
Luftrausers one more level. Of course, these are airplanes rather than spaceships and asteroids, so gravity gets involved as well, but for the most part, LUFTRAUSERS feels remarkably similar to that seminal arena shooter.Where LUFTRAUSERS excels, then, is in offering balance in its mechanics and majesty in its presentation. The actual movements of the player's plane even behaves much like the Asteroids ship, where the “left” and “right” directions rotate rather than move the ship, and “up” accelerates in whichever direction the ship is pointing.
‘Players control the right hand and left hand of the twin lever to overcome various obstacles and climb to the top of the skyscraper. / $14.99 digital Sports, Multiplayer, Arcade, Action 1.1GB Up to 4 players simultaneouslyPlay locally or compete online!Disc Jam is a fast-paced action-sports game that pits 2-4 players against each other in a frantic mix of air hockey and tennis. Players scramble to retrieve and throw a glowing disc while unleashing devastating abilities and defending their end zone. I had it purchased and pred-downloade because I loveee the tower defense genre.
So far I'm only an hour in but my impressions and notes so far-.Good story and atmosphere. The story is unlocking little by little but I'm already hooked and sold on the premise. From what I can gather, the world is a ruin, and there's a trade of people who benefit from the ruin, and I'm one of them.Character party system. Instead of having towers that everyone can build, each character can build different towers, and can even fuse towers together.
You can switch between the characters and their idle statuses also achieve something. It's clear that I haven't unlocked all the characters yet so I'm very curious what everyone's abilities are.Gold system.
You can collect items during the stages that lead up to the actual tower defense bit and buy upgrades.Lovely music. Reminds me of some older, atmospheric RPGs. It makes me really really want to sync my teeth into a RPG now.
Ahhhhh.' Action' tower defense. The earlier levels seem fairly easy since you can button mash attacking on your character to defeat all the enemies, but I already see how you can strategize to block certain routes and tunnel everyone into several routes.
![Atomik: Atomik:](/uploads/1/2/6/7/126754696/398418248.jpg)
You get 60 seconds to build in between rounds - at first that was a lot of time but as the levels progressed, I got more and more panicked every round.Platforming. I'm not too crazy on the platforming aspect of the game but that may be because I had just been playing Celeste and that game has some of the best, intuitive, amazing platforming physics I've had the pleasure to play in 2D.
- Platforms: PC |
- Developer: ThirtyThree
- Publisher:Gambitious
- Release: August 31, 2016
Shoot down, shoot forward, die, start again. 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. 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.
RunGunJumpGun has ten semi-friendly levels to get started with, easing into its action with helpful checkpoints to get you up to speed. A helmeted scavenger wielding a chaingun runs along at a set pace and can do one of two things- fire down, or fire forward. 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. This is where things start getting tricky.
Each level of RunGunJumpGun is maybe fifteen to twenty seconds long, if played successfully. 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. 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. 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. They’re sitting right there, though, and if most are relatively simple that makes the outliers placed at the edge of a spike, near spinning sawblades, or in the path of swarm of fireballs that much more tempting to chase after.
This is where RunGunJumpGun gets properly evil. There may only be eight to twelve atomiks in a single stage but the level design wrings every drop of gameplay from the scavenger’s movements. Spiked corridors rise and fall at different angles, requiring a specific tempo on the shoot-thrust button to not only maintain a safe path but also snag the atomiks that aren’t so polite as to hover safely in the center. Another level will have barrels blocking the path, requiring you to time out a precious quarter-second of hang time to shoot a few bullets forward, blasting them away so you don’t get pushed off the back of the screen. Energy barriers with the emitters on top or bottom (or both back-to-back) are instant death unless destroyed, enemy ships fly in weaving patterns, gun emplacements fire walls of flame diagonally across the screen, flamethrowers are made of hatred and spite, etc. There are a million ways to die and every single one is perfectly placed to take advantage of an imperfect use of your machine-gun thruster.
The scavenger can only take a single hit before being rocketed back to the start of the level, and the checkpoints that were so nicely provided in the first few levels don’t stick around long. Fortunately there’s no limit on the life stock, although the game keeps count of how many times you’ve died per level with a running total at the title screen. It’s possible someone has beaten the game with fewer than 1,000 deaths but it doesn’t seem likely. Death is only a mild inconvenience, though, thanks to both the short levels and near instant auto-restart. Taking a hit doesn’t pop up a menu asking if you want to restart, but rather sees the scavenger dragged across the level to try again, and again, and again over and over until you get it right this time. While that’s only a small change from normal it’s an important one, turning each death from an obstacle to progress into just another part of clearing the level. The seamless flow of the action prevents the incredible difficulty from getting too obnoxious, leading to far more patience in attempting another round, as many as it takes, until each level is met with a hard-won victory. It may be very tough but never unfair.
Closing Comments:
RunGunJumpGun is simple arcade action taken to its extremes. The basic controls don’t get in the way of the gameplay being run through endless permutations, with each of the 120+ levels giving a new challenge distinct from the previous ones. Certain set-pieces may be recognizable, like a series of mounted guns shooting a wall of fireballs diagonally across the corridor, but the actions needed to survive are only rarely repeated. Each of the three main areas even has its own signature style, with the first set of 40 levels being normal, the second set letting you rise through the ceiling and up through the floor, and the last planet having water levels that make the gun shoot up, sinking you down. There’s an incredible amount of variety in the design, far more than one would imagine possible from a two-button game, making it hard to stop playing because you know there will be something clever and mean in the next short level. Even the difficulty is properly varied, with a level that might kill you 25 times without breaking a sweat followed by one that only takes ten to twelve lives to sort out. Shoot down, shoot forward, die, and start again. You’ll succeed eventually and the brief moment of victory will be a nice break before the next level finds a new way to test your ever-improving skills.
James Cunningham
RunGunJumpGun
Version Reviewed: PC
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