After a few hours of playing, Jupiter Hell gets completely repetitive. The times I have died, with quite a powerful character, were either because I walked into a group of 4-5 enemies without a decent cover, or a long corridor with no way of backtracking. Upon dying, the game gives you a typical roguelike recount of what happened. There doesn’t seem to be any more working strategies, other than that. The combat mostly involves walking around, waiting for the enemies to show up, running back to cover, and gunning them down. It doesn’t feel as carefree as classics such as Take No Prisoners, but at the same time it cannot be played like an X-Com. This unfortunately leads to some problems in balancing the two different souls: the rip-and-tear with the strategic planning. The game wants to feel and play like Doom, while still being entirely developed from the ground up as an ASCII roguelike. As such, they can’t be employed in any strategic way. Although the player can destroy them by shooting, this will just summon more enemies. The cover system works fine, but using doors for this is quite cumbersome. While there is some variety, the choices are still quite limited.Įnemies constantly move around the level and are alerted by sound, soon coming to hunt down the player wherever they are. That’s when the player’s asked to decide whether to make a character who’ll rely more on some weapon or a higher armor class. The RPG elements come into play mostly when levelling up. The dead enemies left me plenty of stuff laying around.
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