![]() In fact, I'm going to go and play my "one more run" right now. ![]() So if you want a sci-fi, turn-based game that can play as fast or as slow as you'd like, consider giving Jupiter Hell a spin-I promise you, it won't disappoint. You want a steep/steeper hill to climb? Go for hard or ultra violent. ![]() You want it to behave like a shooter and unwind after work? Play on easy or medium. Third: This game is actually really fun, totally worth the money, and is perfect for 10 minute (trials), 2 hour (regular game), or 2+ hour (infinite, etc) style runs. Seriously, we could bet money on it, and I would win, because there just isn't anything else like this out there. Second: This is a *Doom* style **** you *really* have many of those? Really? Everyone loved Doom, even those who didn't, and the 90's shooters in general, hard not to love them-and this game captures that 90's shooter feel, but in roguelike form. First: This game has a tight community built around it, and a dev team that hangs out and listens to the players on discord on elsewhere-nowhere else have I found such a tight community with such a responsive dev. Try again."Īlright, you say, but I already have a favourite roguelike, why should I try this one? Good question! Let me name the reasons why. Jupiter Hell is a true roguelike, according to the Berlin convention, that just keeps on giving: permadeath, a deep, procedurally generated world, a plethora of weapons, three different classes offering significantly different play styles, and a steep-but-not-to-steep learning curve as the trailer's final tagline states: "Fight. Generally you don't want to try to full-clear the Dante levels, yes you get more xp but the resources you'll have to expend to do it isn't worth it."Just one more run, and then I'm going to bed"-I've been telling myself this most nights for the past two years, ever since this game came out in early access, and even though it's been two years, that feeling is still there-"Just one more run, I can do better than that." And as another bonus they're more useful on average getting you out of sticky situations in Dante before the Harbinger.ĭon't underestimate the energy regeneration from stimpacks over medkits, if you can use up the medkits in less important healing situations and save the stim for the Harbinger then you can get another set of bots to help you out, maybe even two. As a bonus it will kill everything but the toxic reavers (but there's a lot of toxic reavers). I prefer gas grenades to krak, I use them to block line of sight for the spawns. So the first problem is probably that you're hitting the Harbinger underpowered. Trên mt trng Jupiter, bn có th óng vai mt ngi lính ngoài v. toxicologist has a much easier time on mephitic mines than someone w/o poison immunity) but in general they are harder and generate both better loot and more xp than the main branch, including but not just the uniques you mentioned. Jupiter Hell c phát trin bi ChaosForge, ta game Jupiter Hell này s a bn v nhng ta game bn súng nm 90 tuy nhiên cách chi vn là chin thut theo lt và c ch Roughelike thu hút ngi chi. The special branches vary in difficulty (and some builds are better at some branches than others, e.g. You definitely want to do a special branch on each moon unless you've really gotten screwed by the RNG and you can't handle it. (I could but it was very suboptimal, don't do that.) Plasma: Plasma treats armor as half as effective losing 1 damage for every 2 points of enemy armor. Slashing: Slashing damage does half damage to mechs, and armor is twice as effective: non-mechs with armor will reduce damage by 2 points per 1 point of armor. ![]() I just finished a UV Wizard run to see if I could do it after spending my first points taking Sysop 2. Each point of armor the enemy has will reduce damage by 1.
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