Posted March 02, 2020
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 ...
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 ...