Parkour Assassin: Sprint Run 2
- Guri

- Jan 25
- 5 min read
Factors | Rating | Description |
🎮Gameplay | 8.5 | Solid Ghostrunner-inspired mechanics with satisfying parkour, one-hit combat, and roguelike progression that keeps runs engaging. |
📷Graphics | 6 | Functional but underwhelming visuals with asset issues and bland backdrops that hold back the experience. |
🎧Narration/Audio | 6 | Serviceable sound design that does its job without standing out. |
😮Variety | 8 | Decent obstacle variety with lasers, missiles, drones, and lightning - plus three distinct abilities and upgradable perks. |
🎰Re-playability | 8 | Strong endless runner loop with leaderboards, talent upgrades, and weapon unlocks driving repeat playthroughs. |
💲Price | 9 | Excellent value for hours of addictive score-chasing gameplay. |
📝Story/Plot without spoilers:
There's no story to speak of here. You're a ninja. You run. You slash things. That's the entire narrative premise. The game doesn't pretend to be anything more than an arcade-style endless runner with combat elements. You're sprinting through a cyberpunk-ish obstacle course, cutting down robotic enemies and dodging hazards until something kills you. Then you do it again, trying to go farther. No cutscenes, no lore dumps, no character development - just pure gameplay focus. For a budget endless runner, that's perfectly acceptable. The game knows what it is and doesn't waste your time pretending otherwise.
🎮Gameplay:
First Impressions-
Loading into Parkour Assassin: Sprint Run 2, the Ghostrunner influence is immediately obvious. One-hit kills, one-hit deaths, wall running, grappling hooks, grinding on edges - it's all here in a more accessible package. The first few runs feel chaotic as you learn the timing for jumps, grapples, and swings. Death comes fast and frequent. But the instant respawn keeps frustration low, and within minutes you're already improving your distance. The controls feel responsive enough for the precision the game demands. It's not Ghostrunner-level polish, but the mechanical foundation is surprisingly competent.
Core Mechanics and Board Play-
The gameplay loop is straightforward: start from zero, sprint as far as possible while racking up a multiplier from various actions, die, earn coins based on your performance, spend those coins on upgrades, repeat. Your score comes from distance traveled combined with multiplier bonuses from kills, parkour moves, and ability usage.
Movement feels snappy. Wall running, edge grinding, and grappling hook swings chain together smoothly once you get the rhythm down. The one-hit death system keeps tension high - every obstacle matters, every enemy is a threat. It's that same "glass cannon" dynamic Ghostrunner nailed, where you're incredibly lethal but equally fragile.
The obstacle variety ramps up nicely as you progress deeper into runs. Early sections throw basic platforms and simple enemies at you. Push further and you're dealing with laser barricades, homing missiles, drones that track and shoot you, lightning strikes, and combinations of all these. The difficulty curve feels appropriate - challenging enough to kill you regularly while remaining learnable.
Abilities and Perks-
Three active abilities give you tactical options during runs. Speed boost for emergency escapes or gap closing. Instant kill for taking out single troublesome enemies. And the screen-clearing finisher that slices through every enemy on a platform when you're completely overwhelmed. Each has different cooldown timers, so managing when to use what becomes part of the strategy.
The perk system adds roguelike variety to runs. At certain points you choose from power-ups like extra jumps, increased max speed, bullet deflection, and various other modifiers. It's a solid addition that makes runs feel distinct. But here's my issue: when you reach perk selection, you're reading walls of text describing each option. In a fast-paced game about momentum, stopping to parse long sentences kills the flow. Icons with brief descriptions would serve the gameplay better. This is something the devs should address.

Progression Systems-
Parkour Assassin 2 understands what makes endless runners sticky: meaningful progression between runs. Coins earned from each attempt go toward permanent talent upgrades. Extra lives so one mistake doesn't end everything. Higher base speed. Lower ability cooldowns. Increased sliding speed. Extended grappling hook range. Each upgrade makes subsequent runs slightly easier or higher-scoring, creating that "just one more run to afford the next upgrade" pull.
Weapon unlocks provide another progression track. Different swords presumably offer varying stats or cosmetic differences. The issue is the lottery box system for acquiring them. You earn "pieces" of weapons, but there's no visibility into your progress toward completing any given sword. If I have 3 pieces of a legendary weapon, how many more do I need? The game doesn't tell you.
The leaderboard integration ties everything together. Your best distance becomes your personal record to beat, but it's also your worldwide ranking. Competitive players have a clear goal beyond just "go further" - climb the global standings. I found myself caring about leaderboard position more than expected, which speaks to the core loop's strength despite the game's rough presentation.

Where It Falls Apart-
The gameplay foundation is genuinely solid. What holds Parkour Assassin 2 back is everything surrounding that foundation. On one of my best runs - the kind where everything clicks and you're in the zone - a mountain asset clipped straight through my platform. I couldn't see the obstacles ahead. Run dead. That's the kind of bug that transforms fun into frustration instantly, especially when you're chasing a personal best.
This feeds into the broader graphics problem, which I'll cover more below. But even mechanically, there are polish issues. The store interface is confusing. Perk text is too verbose. Some visual feedback could be clearer. These aren't game-breaking problems, but they add up to an experience that feels like a promising prototype rather than a finished product.
📷 Graphics:
This is where the game struggles the most. The visuals scream "small passion project that needs work". The cyberpunk-ish aesthetic aims for that Ghostrunner neon-soaked vibe but lands closer to generic asset store cityscape. Backdrops are bland and repetitive. Character and enemy models are functional without being visually interesting. The whole presentation lacks the stylistic cohesion that makes similar games pop. For a game about split-second reactions, visual clarity should be paramount, and it isn't consistently achieved here.
📝Main Pros and Cons:
Pros-
Addictive core loop with satisfying mechanics
Meaningful progression through talents, weapons, and leaderboard rankings
Responsive controls that handle the precision platforming and combat well
Good obstacle variety that scales difficulty appropriately as runs progress
Cons-
Graphics are the weakest element - bland backdrops, generic assets
Weapon unlock system lacks transparency on progress toward completing swords
Store and lottery box UI is confusing and needs redesign
🏷️Tips to new players:
Prioritise the extra life talent upgrade first - it's essentially doubling your run potential by letting you survive one mistake. After that, max speed and hook distance are strong choices depending on your playstyle. Pay attention to audio cues for incoming missiles and drones - reacting to sound is often faster than reacting to visuals given the game's speed.
😇 Honest Rating:
Parkour Assassin: Sprint Run 2 is a budget game that punches above its weight in gameplay while falling short in graphics. The core loop - Ghostrunner mechanics distilled into an endless runner with roguelike progression - is genuinely fun and addictive. I played it far more than the price tag would suggest, chasing leaderboard positions and unlocking talents.
But I can't ignore the rough edges. Graphics look like a work-in-progress. Asset bugs killed promising runs. UI and progression systems need clearer design. The perk text issue disrupts gameplay flow. These aren't dealbreakers at this price point, but they're real problems that prevent a wholehearted recommendation. With continued polish and updates addressing the issues mentioned, this could become an easy recommendation. Right now, it's a fun but flawed experience best suited for players who prioritise gameplay hooks over production values.
Rating: 8/10
I want to know why the drone has problem with me



