Mycopunk is full of clutch plays, chaotic fights, and good old-fashioned train-ing enemies. It’s probably the most fun I’ve had in a shooter for a long time, primarily because it manages to straddle the line of being difficult but not punishing.

When selecting one of the various mission types, you can also customise the difficulty. There are three swarm intensities to choose from, which’ll alter how likely enemies are to overrun you. Then there are six different difficulty levels to pick from, Difficulty 1 is the easiest, providing the least amount of resources, and Difficulty 6 is the hardest, giving players the most resources and XP.

Being able to change swarm intensities and difficulty separately from each other lets you experience all the different missions at your own pace, in circumstances that let you enjoy Mycopunk to the fullest. Like having to deal with mountains of enemies piling onto you at every second, but don’t want them to pack too much of a punch? Pick a high swarm intensity at a low level, and so on.

Outside of difficulty, smart design choices (like removing the need to hunt for ammo or getting rid of the dreaded stamina bar) also make a world of difference. Instead of worrying about where I could find the next ammo cache like in other games, all I need to do to get more bullets is damage enemies with my other weapon.

This lets you focus on pulling off sick trickshots or clutch plays, rather than chaining you to a reload animation. It’s also a great way to encourage players to diversify and upgrade all their weapons, not just focus on one favourite, which is something I’m guilty of in my FPS games.

I’m a huge fan of there being no stamina system, too. The enemy bots are also pretty fast, so having the ability to keep on running is vital. But it’s not like you zip around whenever you feel like it. Instead, three of the four characters all have movement-based abilities which are on cooldown.