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That dependency is what makes it different from every other shooter on this site. Elsewhere your weapon is something you choose from a menu, buy in a shop or configure with modules — it persists between runs and it is a decision you make deliberately. Here it is assembled from what you happened to pick up, which means firepower is a consequence of the run rather than a preparation for it.
The practical consequence is that the track is the important half, and most players treat it as travel. Every part skipped while dodging a trap is firepower you will not have when the stickmen arrive, so the real decision is how much risk to take collecting things you could safely go around. A clean run that gathers nothing arrives at the fight underequipped.
It carries Fighting and Roblox, and the blocky presentation places it in that world clearly. Four inputs cover it — WASD, mouse to aim and shoot, R to reload, Space to jump — which is enough for both halves without either feeling underserved.