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For some reason, the default configuration mapped the buttons to L and R, but I immediately remapped them to A and B and was instantly more comfortable. As previously mentioned, there are only two buttons in the game: one to shoot downward, which propels your character in the air, and the other to shoot forward, to blast obstacles out of your way, and you’re constantly propelled forward. In ATOMIK: RunGunJumpGun, you control a nameless protagonist, and your objective is to complete each relatively short level without dying, all while collecting floating orbs called Atomiks. Taking the best of cues from titles such as Super Meat Boy and Celeste in its pixel-precise gameplay and ultra-fast respawn feature, and in its fast-paced forward momentum akin to Rayman Legends, ATOMIK: RunGunJumpGun amalgamates all these ideas into a simple, easy-to-understand two-button control system that hits all the right notes. The further I got into its intriguing level design and increasingly difficult twists, turns, and obstacles, ATOMIK: RunGunJumpGun felt more and more like its own game rather than a mash-up of other precision platformers and endless runners.
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