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Jupiter Hell - Kickstarter in November
October 15th, 2016, 05:19
Farflame spotted the tactical rogue-like Jupiter Hell coming to Kickstarter in November:
Jupiter Hell is a roguelike set in a 90's flavored hard sci-fi universe. Set on the moons of Jupiter, the game pits a lone space marine against overwhelming demonic forces. Rip and tear zombies, demons and unmentionable monstrosities, using classic weaponry, including (but not limited to!) shotguns, chainguns, railguns and the trusty chainsaw. All to the shine of CRT monitors and the tune of heavy metal!More information.
Dive deep into a true form of the 30 year old roguelike game genre that has resurged in popularity. Experience turn-based, grid-based permadeath and fully procedural levels, all in glorious 3D visuals. Get ready for the spiritual successor to DoomRL, the parody roguelike that years ago streamlined the traditional format and popularised a new wave of accessible roguelikes. Distilled, hardcore gameplay, fast-paced challenge and limitless death all await.
Welcome to Jupiter Hell.
Roguelike!
- Permadeath adds tension and significance to gameplay decisions
- Turn-based and grid-based world to emphasise tactical decision making
- Procedural environments mean you never know what’s lurking behind the next corner
- Brutal but fair difficulty will have you constantly coming back for more
Fast-paced Gameplay
- Dynamic turn-based action with adaptive animation lets you play at your own pace
- Intuitive UI for clear and fast decision-making
- Streamlined gameplay centres on the action instead of menu micromanagement
- Action-centric game flow with repeated peaks of blood-stained joy
Expert Procedural Generation
- Sadistic algorithms create unending challenges
- Randomised missions intertwine with adaptive plot arcs for continuous variety
- Generated events and environmental interactions keep you constantly engaged
- Built upon decades of expertise in producing truly engaging procedural content
Ruthless Enemies
- Highly varied enemies require different strategies to beat, especially in combination
- Unique enemy behaviours and skills
- Legendary boss battles that will test your worth as a player
- Advanced difficulty modes and special challenges for the most masochistic players
October 15th, 2016, 13:41
Permadeath adds tension and significance to gameplay decisionsThese guys have a sense of humour.
Permadeath might be used ot build up tension and significance to gameplay decisions.
These days, players do not like tension and devs go in the direction of removing it as much as possible.
And permadeath happens to be a strong way to dilute the content. One death, and you must go through the same hours of dull content to advance.
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Backlog:0
Backlog:0
SasqWatch
October 15th, 2016, 15:09
Originally Posted by ChienAboyeurToo general of a comment they're many gamers who like tension as evivident by the success of dark souls and games like it.
These guys have a sense of humour.
Permadeath might be used ot build up tension and significance to gameplay decisions.
These days, players do not like tension and devs go in the direction of removing it as much as possible.
Guest
October 15th, 2016, 16:23
Originally Posted by sakichopWhat did you expect from Chien, he's a master of generalisation. I certainly would have spent far fewer hours on FTL if I would have been able to savescum…it all depends on the game. I would have been extremely frustrated to play say D:OS or WL2 with Ironman settings though. But the fact you can (at least in D:OS) makes me suspect some people like it. Same with XCOM.
Too general of a comment they're many gamers who like tension as evivident by the success of dark souls and games like it.
October 16th, 2016, 14:04
The generalization is made when claiming that players who enjoyed DS because of its "tension" are going to come to Jupiter Hell.
A second point is that the connection between tension and DS is a first time read.
As it stands, the supposed tension in DS could come from the horror settings. In this case, a game like Until Dawn that built up the fear aspect into the resolution of events ( the controller spotting shaking hands) would be a better example.
It could come from the pattern based gameplay, with players growing tense with it.
None of this is convincing though and the connection between DS and tension is not figured out.
A second point is that the connection between tension and DS is a first time read.
As it stands, the supposed tension in DS could come from the horror settings. In this case, a game like Until Dawn that built up the fear aspect into the resolution of events ( the controller spotting shaking hands) would be a better example.
It could come from the pattern based gameplay, with players growing tense with it.
None of this is convincing though and the connection between DS and tension is not figured out.
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Backlog:0
Backlog:0
SasqWatch
October 16th, 2016, 15:10
Originally Posted by ChienAboyeurYou obviously haven't played DS. Stand outside of a fog gate with a million souls and get back to me.
The generalization is made when claiming that players who enjoyed DS because of its "tension" are going to come to Jupiter Hell.
A second point is that the connection between tension and DS is a first time read.
As it stands, the supposed tension in DS could come from the horror settings. In this case, a game like Until Dawn that built up the fear aspect into the resolution of events ( the controller spotting shaking hands) would be a better example.
It could come from the pattern based gameplay, with players growing tense with it.
None of this is convincing though and the connection between DS and tension is not figured out.
Guest
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