I ran across this game on Steam and got it on impulse a while back and ended up liking it quite a bit. If you liked most of Ziggurat but thought the levels were too flat and simple, or the movement didn't let you be as agile as you would have liked, then this is pretty much your game. Compared to Ziggurat, Immortal Redneck has bigger and more complex rooms and more of them. Rooms in Immortal Redneck are often very vertical compared to Ziggurat, with quite a number of them actually being taller than they are wide. They're also a lot larger on average with a lot of them having a few "sections" and "sub-rooms" inside of them. Overall they seem to have a more deliberate and handcrafted feel than Ziggurat levels. I also feel they handle room "rarity" better than Ziggurat does, as some of the rooms seems to be more uncommon than others to prevent them from becoming stale too fast. There's quite a LOT of platforming in Immortal Redneck. The game actually has really forgiving jumping and it takes advantage of it at every opportunity. There's DOOM 2016-ish fast mantle/climb here and it's paired with intentionally exaggerated air control, so climbing towers and landing on platforms that would feel small in most other FPSs is fairly smooth and painless here. That's good because the game expects you to dodge projectiles while platforming, which works out better than expected because of how the game's jumping works. It does have sort-of "classes" and persistent upgrade/unlock system where you use money you've gotten from runs to buy upgrades and new power sets, somewhat like Rogue Legacy. The "classes" are more different sets of powers you can pick at the start of each run, and it gives you a bit of a bonus for trying different ones. The game is also quite a bit longer and has more content than I expected, though more of it is held back at first than I'd like. I finished the first pyramid and unlocked the second pyramid one thinking it would mostly be more of the same but harder, but it wasn't quite like that. The second pyramid actually had a very different aesthetic theme compared to the first, with its own set of new rooms, new enemy types, new weapons that felt rather different from those in the first pyramid. It was quite a nice surprise, and judging from the fact that none of the promotional videos and screenshots show the second pyramid's content, it seems that the devs intended it to be a cool surprise for people who stuck with the game long enough to unlock it. That said, given that a common complaint with these types of games is being short on content, I question the wisdom of holding back half your game's content, even if it does help longevity. On the other hand, there are a couple issues with the game that do stick out a bit. One is that I find the guns sounds and firing effects a bit on the "mild" side. It's definitely been improved a lot since release to the point where it works OK, but it's definitely not a Painkiller or DOOM in this area. A lot of the games guns do have to be reloaded. It kind of justifies this in that there are guns in the game that are different because they do not need to be reloaded, so whether or not a gun needs reload is another point in weapon variety. Still some old-school FPS purists might find this off-putting. The game also has "negative powerups" that may be a bit frustrating to some players. You get powerups by scrolls and while the vast majority of them are positive, there are some negative or trade-off ones in there that may be a bit off-putting to some players.