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Each turn is represented by one movement or action, and you can only move up, down, left, and right, with your vision also somewhat limited (which also suggests that you should take it steady). The words "cautiously proceed" and "Doom" aren't often associated with one another but here they need to be used together a bit more often than usual. In a lot of traditional roguelikes the combat is as simple as running into something, but in Jupiter Hell players must use cover and manage their ammo supplies as well as cautiously proceed around the metallic base in search of gear, enemies, and the elevator to the next level.
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If you can look past the planetary shift, what you've got is a top-down turn-based shooter that takes a fairly traditional roguelike setup and shakes it up with a new-found focus on ranged combat.
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Jupiter Hell is actually an evolution of an idea that started with DoomRL, an unofficial transplant of Doom staples into a roguelike format, but this newly released Early Access game drops the Doom facade and goes its own way with a standalone release that captures the spirit of id Software's iconic shooter, but that at the same time doesn't have to wrestle with the copyright lawyers thanks to the fact that this hellish space base is located on Jupiter and not Mars. So when Jupiter Hell first registered as a blip on our radar last year, we were instantly intrigued as ChaosForge has been working away on a game that tries to fuse turn-based tactical gameplay with impactful action themes. You'll also know that we're rather fond of Doom too. but I want to.Long-time readers will know that we're rather partial to roguelikes here at Gamereactor. I still didn't uncovered all surprises basic game mode has to offer. Which necessiates learning, thinking, adapting.Īnd if classic story driven mode becomes dull - there are Challenges (some of which turn the game upside down) and Endless Mode.Īlthough I barely touched either during my playtime. Sometimes you get few Barrels Of Fun in a row (or an unique item suitable for your buils) and breeze through levels - and sometimes (with very sam Barrels Of Fun or unique items) you're afraid of EVERYTHING.
#JUPITER HELL DEVELOPER PRO#
(do note that I'm not a pro in either game)ĭepends on what in particular do you mean.Įven for same items, different builds might utilize different tactics.Įven worse (or better), sometimes you'll bump onto a situation which would necessiate either changing your build on the go - or praying for better RNG.
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Jupiter Hell have less content - but way more variety in available playstyles. boils down to "get into good position, attack, repeat, get some perks and items" too. I'd take a liberty of compairing current Jupiter Hell with A.D.O.M.Ī.D.O.M. Waaaaay much more challenges - and means for tackling these challenges. If they don't try Melee'ing stuff since successful hand-to-hand demands getting some understanding of core game mechanics. Few special cases aside, even for novice players the game is doable on Normal difficulty. Means for spawning extra ammo (or converting one into another) exist and in most cases player character doesn't experience ammo starvation - but some particular tactics are better be kept for exceptionally daring delves. Different gun types utilize different ammo. punishing enemies placement, necessiating usage of ye olde tacticse of kiting, or smart utilization of consumables, or exploiting other means of unconventional warfare.Īlthough even common levels may or may not have a number of nasty, nasty surprises which can't be mitigated with mere cover + liberal lead injection application. let's say, bring cover along with them.įew particular special levels are unfair inherently due to quite. Some levels offer relatively vast open spaces where finding cover is hard. > Most gameplay seems to be stand in cover and click enemies until they die or you get hit too many times.ĭepends on difficulty, on current set of levels for this particular run and on your character's build. Given virtual simplicity of basic game mechanics, these bonuses scale from "nice to have" to "build defining".Ĭoupled with item properties AND exotic (purple) and unique (green) items' "peculiarities", there are much more room for distinct character development. Three character classes, with different innate skills each, right from the very first level.
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