The drill behind you runs at exactly your speed.
That is the whole problem. Running a clean line does not earn you a single
metre back - it only holds the gap you already have. Clip an alien, drop into
a shaft, and the wall of spinning drill heads takes ground you can never run
back. The one thing that buys distance is an energy canister, and they are
spaced far enough apart that you have to decide whether one is worth the
detour.
So every gap becomes a question. Take the low girder and keep your line, or
jump for the high one where the diamonds are? Drop through a beam to grab the
canister underneath, or stay up where it is safe? The girders are one-way, so
you can jump up through them from below - the route you take is yours, not the
level's.
One tap jumps. A second tap jumps again. That is the entire control scheme.
Hand-drawn pixel art from a space mining set, a chiptune score, and a chase you
can always see: the drill bits never leave the left edge of the screen, closing
a little further with every mistake you make.
Drill matches your speed. Clean runs only hold the gap.