Thankfully, Jupiter Hell provides plenty of ways to battle the hordes. All actions take a certain amount of time, from shooting to reloading to movement, and any time you spend doing something gives enemies a bigger chance to get the drop on you. Navigation is done entirely via the arrow keys (or a controller if you prefer), and actions all happen simultaneously. You make your way through its grid-based, procedurally-generated maps, fighting off enemies and collecting gear. Jupiter Hell is firmly rooted in the old-school when it comes to its Rogue-like gameplay. Well, in the extremely unlikely event that they don’t die first. Thankfully, through a combination of weapons and their own skills, they just might be able to work their way through the facility and defeat the source of the problem. Your latest grunt lands in a research facility on Callisto only to find that monsters have taken over.
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Thankfully, there’s much more than novelty to this latest trip to a demonic solar system.Įach run of Jupiter Hell starts off the same way. Jupiter Hell might be one of the most emblematic examples, as it even officially advertises itself as a Rogue-like take on DOOM. They’re useful up to a point but given the steady broadening of weapons options as you progress, you’ll often find it hard to locate ammunition for the starting pistol or auto rifle when you get further into a run, forcing you to toss even quite powerful guns in favour of something that will be easier to fuel with ammo.“Take ‘game X’ and make it a Rogue-like” is practically a meme in indie gaming these days. You’ll also pick up weapon mods, which improve damage and accuracy or add a status effect to each shot. They’re powerful options but need to be used at the right time and in the right way to make them effective. 44 revolver and hunting rifle take a turn to load each of their bullets. The shotgun needs to be reloaded after every single shot, while the. You also have to adapt to the weapons you’re using. Even though you’ll typically be fighting single enemies or small groups in the early levels, those skirmishes rapidly morph into exercises in knife edge, multi-directional crowd control as you go deeper. It gives battles a solid tactical component, as each turn you take has ramifications for what you’ll be able to do in the next one. Rather than a mouse, Jupiter Hell uses only a controller or keyboard (regardless, there’s no sign of a console version yet) with each action taking one turn, whether that’s moving, shooting, swapping guns, reloading or looting. Scouts can turn invisible for short periods and have the ability to spot lifts to the next section in the map view while technicians have a line-of-sight breaking smokescreen and start with three hacking multitools. The marine comes with an extra medkit and is a tough, potty-mouthed powerhouse who earns fury with each kill – which can be translated into combat-boosting adrenaline shots. In Jupiter Hell you start each run by choosing one of three character classes.
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Dropping the copyright infringing Doom references, Jupiter Hell is essentially a spiritual sequel, retaining the former’s atmosphere and turn-based structure but refining them into something far more polished. The original DRL (Doom, the Roguelike) wasn’t an official tie-in but it used the same settings and enemies with turn-based roguelike mechanics and top-down level design. It may seem a peculiar concept, but Polish developer ChaosForge has been making roguelike games based on Doom for almost two decades. Reinterpreting Doom as a turn-based roguelike sounds like a strange idea, but Jupiter Hell will rip and tear at your preconceptions. Jupiter Hell – hell of an odd idea (pic: ChaosForge)