There is not much of a real incentive, either, to do a perfect run or to even get all the collectibles since, for some reason, the developer put an option to unlock every stage from the start. It becomes unrewarding to be able to cheese some areas knowing that the spaceman can take that one hit and still beat the level. Two hits is actually too forgiving for a game like this that has extremely short stages. This might have to do with the fact that the running spaceman can take two hits before restarting. While it may seem daunting at first, after coming to grips with the mechanics of how the shooting and hovering operates, ATOMIK becomes a pretty straightforward runner with average challenge. Generally, each stage can be completed in about 30 seconds, but given the high difficulty, it can be easy to dump 10 minutes in some instances. An easy way to assess how long each run can be is by the collectible count, which is rarely over 15. With very little exception, the levels are very short. The gameplay couldn't be any simpler and yet also feels quite polished and responsive. The ascending operates much like how the flapping works in Flappy Bird and will take a surprising amount of finesse to master even after several lengthy play sessions. Obviously, firing forwards will obliterate obstacles and enemies, while firing down is a makeshift version of jumping or, in this case, ascending. The little spaceman runs indefinitely and the only input from the player is firing his gun in one of two directions: straight ahead or down. RunGunJumpGun is exactly all there is to do in ATOMIK: RunGunJumpGun.
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