Each turn takes a set amount of time, but you might be able to take several actions per turn, and doesn't feel like a turn because everything is so fluid. Makes me wonder what the hell happened.Īnyway, I find the turn-based system quite clever and effective. Now I get events like Lockdowns and Summons, level designs where enemies coming at me from every directions almost right from the start, crappy loot. The first two runs I just seemed to breeze through all the first side levels. My first two runs went super well, but now I just get killed super fast on "side levels" (the Callisto mines, etc.). Like any roguelike, randomness can make some runs far more successful than others, but persistence and luck often pays off in dividends.It's fun, but strangely enough, my runs seem to become harder and harder even though I never increased the difficulty. However, although it is meant to be difficult, this aspect is not one that should scare away any difficulty-averse players as the game provides advantages in other ways. Players can find perks and modifications for weapons throughout the run that greatly empower the character, adding an aim bonus or a better spread on a shotgun. Every new run is a fresh start, with players only able to rely on the knowledge learned from mistakes as a way to progress further next time. Jupiter Hell is, at its core, a true roguelike, meaning that upon death, a player must restart the game without any progression remaining intact. Jupiter Hell also employs a cover system, with players able to peek around corners and deliver a safe shot that kills enemies without much risk. Players can swap out weapons and pick up much-needed ammunition for the ensuing battles to come. Defeat an enemy and it will explode into a drop of any combination of weapons, ammo, or other items, much like DOOM Eternal. Attacking takes a turn, and enemies can attack while players move as well.Įvery enemy encountered displays stats in the top right of the screen, and players must compare the protagonist's stats with the enemies to see the chance of winning each battle. As players navigate the environment, enemies will be encountered, and if they are in sight of the player, they can be shot. Players can only move in the four cardinal directions, and time freezes between moves. After beginning a run by choosing a class, players are immediately thrown into action. This choice immediately makes sense upon the first taste of the grid-based gameplay. The game even translates this old-school aesthetic into its controls, eschewing mouse support for keyboard or controller only. Environments are randomly generated and take players to space stations, military bases, and even dusty mining colonies on Jupiter's moon. Even the menus in the game are presented in CRT-like text boxes accompanying subtle screen curvature mimicking computers from the '90s era. The cramped hallways add to the dread of the otherworldly evil and make the game feel like a mixture of DOOM 3's claustrophobic levels mixed with the industrial aesthetic found in the classic Aliens film. The environments of the space station are dank and poorly lit, hiding all manner of evil around each corner. Jupiter Hell is an old-school-inspired game that presents itself in a dedicated throwback aesthetic as well.
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