It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I started the game by zooming all the way in, resulting in a clunky first impression. But once I went back to the zoomed-out view, everything had that crisp isometric cleanness to it.

It took a few runs to warm up to this game, but once I was there, I found that this game is really, really good!

I remember playing the original DOOM without music, as I often do with shooters. Of course, I’m playing differently from what the creators intended, but I feel that skipping the music makes the experience more immersive. I sometimes notice subtle sound effects that were drowned out by the soundtrack.

With JUPITER HELL, I feel lowering the music track to zero made for a much better game. The sound work was all very good. Except ... there was absolutely no environmental sound. For shame! I had to just play some random horror environment track on Youtube.

Sometimes the information isn’t clear enough. I’m often unsure if enemies have spotted me, if the enemies are dead or what the various enemies are. And what exactly are the stealth rules at play? Different HUD-icons for closed, open and destroyed doors would be nice.

Another thing I don’t know is the duration of my various actions. Is it faster to reload than to move?

Compared to other roguelikes, I miss the feeling of wonder, of discovering something truly new and strange. Like when I discovered and got killed by that chicken jockey in MINECRAFT. Totally unfair, but what a death! I would guess JUPITER HELL try to avoid too much death by random, try making things fair, but it also makes things a bit less fun.

When playing FTL, I’m forced to make do with whatever equipment I can get my hand on, and adjust my build accordingly. But here, the loot comes in a steady, predictable flow, and I pretty much have the progress of my build planned ahead. It could be fun with a mode with more random, so I had to adapt to the situation at hand!

Sometimes I want the unexplored area to be in focus, not the relatively safe area behind me. So it would be practical if I could nudge the camera northward with Shift-Up or something.

The <T>arget key could let you see a zoomed-in image. I know that the game is designed around looking great from afar, but it could get around this by letting the zoomed-in image be super low-fi. Like this.

The <T>arget key could also give a short description of the various junk in the environment.

I have for the longest time struggled to get into traditional roguelikes. For whatever reason, I just don’t get them. With this one, however, it clicked.

The best moment was when I had to leave the PC, so naturally, I pressed escape to pause the game ...
avatar
KasperHviid: I started the game by zooming all the way in, resulting in a clunky first impression. But once I went back to the zoomed-out view, everything had that crisp isometric cleanness to it.
Zoom is technically unsupported, I'll probably remove it from the configuration. All the art (and especially the animations) was done to look good at the default zoom level.
avatar
KasperHviid: With JUPITER HELL, I feel lowering the music track to zero made for a much better game. The sound work was all very good. Except ... there was absolutely no environmental sound. For shame! I had to just play some random horror environment track on Youtube.
Environmental sound will come at some point - we're currently more focused on getting the basic mechanics completed. That said, I doubt it would be considered "complete" in the sense of playing without music. Roland (the composer) mentioned something about wanting an alternative, more "ambient" soundtrack version, but now we still need more tracks for the regular version anyway.
avatar
KasperHviid: Sometimes the information isn’t clear enough. I’m often unsure if enemies have spotted me,
The various AI's that drive the enemies don't have a simple distinction between "spotted" and "not spotted". Sometimes they follow the sound, sometimes they're tracking smell and sometimes smell is the only way they perceive you. Due to that complexity it's impossible to present a state of "spotted". And trying to present all the intricacies of how the enemies track you would lead to information overload.
avatar
KasperHviid: if the enemies are dead or what the various enemies are.
We intend to work a bit on the visual clarity here, a bit more distinction between humanoid enemies and a bit more general light within the level. You can't target dead enemies, so in case of doubt, mash TAB.
avatar
KasperHviid: And what exactly are the stealth rules at play?
Scout Stealth prevents positioning by sight only. Doesn't affect smell. Smoke and gas damps smell also.
avatar
KasperHviid: Different HUD-icons for closed, open and destroyed doors would be nice.
This is coming at a later point in time.
avatar
KasperHviid: Another thing I don’t know is the duration of my various actions. Is it faster to reload than to move?
All actions take the same amount of time, unless you have a trait/effect that boost or debuffs it, or the item has a time modifier (swap time, reload time or fire time).
avatar
KasperHviid: Compared to other roguelikes, I miss the feeling of wonder, of discovering something truly new and strange. Like when I discovered and got killed by that chicken jockey in MINECRAFT. Totally unfair, but what a death! I would guess JUPITER HELL try to avoid too much death by random, try making things fair, but it also makes things a bit less fun.
Minecraft by default is not permadeath. For longterm play we cannot allow for RNG to create a unwinnable situation. That said if you encountered a exalted deadly juggernaut kerberos pack you might think otherwise.
avatar
KasperHviid: When playing FTL, I’m forced to make do with whatever equipment I can get my hand on, and adjust my build accordingly. But here, the loot comes in a steady, predictable flow, and I pretty much have the progress of my build planned ahead. It could be fun with a mode with more random, so I had to adapt to the situation at hand!
Note BTW regarding the comment above that in FTL basically any encounter is fairly trivial and only a resource usage game except the boss fight - there are no unfair fights or deaths. Take note of ADV items. They differ significantly from each other and between those and finding strong AMPs one should definitely switch builds mid-game. That said, a feature that is yet to be added are rare unique weapons and items which will much more significantly affect the will to change a build. They should be added somewhere after 0.9.1.
avatar
KasperHviid: Sometimes I want the unexplored area to be in focus, not the relatively safe area behind me. So it would be practical if I could nudge the camera northward with Shift-Up or something.
We tried doing that automatically but it induced vertigo. Some way to control the camera might be added later though.
avatar
KasperHviid: The <T>arget key could let you see a zoomed-in image. I know that the game is designed around looking great from afar, but it could get around this by letting the zoomed-in image be super low-fi. Like this.
At the moment we're planning to add a SHIFT-like quick view, possibly with a zoomed image. Stay tuned!
avatar
KasperHviid: I have for the longest time struggled to get into traditional roguelikes. For whatever reason, I just don’t get them. With this one, however, it clicked.
Thanks!

As a closing remark - the 0.8.9 in the version name doesn't mean the game is 89% complete. We're aiming to release 1.0 in more or less a year. If you read the patch notes from the 9 updates we released since August, you'll get a feel on how much more stuff is still incoming ;).