Jupiter Hell (Review)

Source: Cashmoneys
Price: £19.49
Where To Get It: Steam
Previous Reviews: Early Access 1

Well, this is certainly pleasing. Not unexpected, but pleasing. Jupiter Hell has had quite the glow-up since I last saw it, and I am happy.

He’s angry… I mean, this is the default state, but… Yup, definitely some killing to be done here!

I mean, not aesthetically, although its intro is very nice, much machismo there, yes… And health items are still hard to spot in certain areas (would it kill ya to add outlines for the colourblind, mmmm?) but in other terms.

First though, your reminder as to what Jupiter Hell is: It’s a turn based game, in which all actions take a certain amount of time, and you walk/run around, pick up items, shoot the hell out of zombies, demons, and security bots, and move from level to level, with risk-reward decisions at every step. For example: You’re low on ammo for your favourite weapon. Do you ditch it for a while for something with more common ammo for the area, or do you stick with it in the hopes of finding more, at the risk of being caught in an awkward situation?

Oh, and there’s the challenge modes: Do not do them if you’re not up for a very roguelike challenge mode (hard as balls even on medium difficulty), but they do exist, and they are interesting (such as “Angel of Carnage.” Rocket launcher only, all ammo can be turned into rocket launcher ammo, good luck, because there’s a high chance of killing yourself!)

You’d think a fight between a security robot with a minigun and a marine with a pair of uzis would be an unfair matchup. You’d be right, bot never had a chance.

Anyway, me oh my, the stuff since the last update has become pretty interesting. More areas, lore (surprising nobody who’s played any of the spiritual predecessors, the Doom series, Mars has become a portal to hell and the company stationed there was doing bad things that caused this whole mess), and something I don’t think I’ve seen in a roguelike before: Messages that can incentivise you to take another path, or warn you about problems ahead.

“Some asshole got into the strongroom on CALLISTO MINES L1, here’s how they did it, please fix [NARRATOR: It wasn’t fixed, and everyone involved with that strongroom is dead, loot to your heart’s content]” or “Shit, the power’s out in IO HUB, you’ll need a multitool to bring the power back [TRANSLATION: Dark level, but if you have high enough firepower, this is a good thing, don’t bother fixing the lights.]”

It’s a pretty welcome thing, honestly. Refreshing.

Wait, it has… Story now? Yes, and quelle surprise, capitalism and the military industrial complex did a demonic whoopsie!

Anyway, overall, Jupiter Hell has a good easy difficulty for folks, it’s relatively simple, pretty accessible, barring a few issues, and as far as roguelikes go, yes, I still recommend this one.

Now, The Mad Welshman doesn’t have to worry about demons for all of… A week? Things just keep cropping up, he doesn’t know where they come from…

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Rogue Legacy 2 (Early Access Review 2)

Source: Supporter Gift
Price: £19.49
Where to Get It: Steam

For all that I enjoyed Rogue Legacy way back when, it had moments where you hated it, and felt it was extremely unfair. And sometimes? It was.

Screw you, challenge guy. Screw. You.

And so, I immediately turn to challenges for heirlooms, the items that, effectively, bar progression. Because yes, I feel those are extremely unfair. Here, in the path of empathy, a gauntlet of needing to use your kick to boost off the swinging braziers of death and pain to get to new platforms, culminating in a circle of them you have to navigate and, effectively, use twice to get to the end of that segment of the challenge. There, in the airdash path, a flamethrower segment that, if you don’t remember it exists, you won’t immediately hit the airdash button and hammer the fuckin’ thing until you get out of there. The first one is early on in the challenge, a difficulty spike that really feels out of place. The second is the same, although more forgivable because it seems to be toward the end, rather than the second part of a multi-stage challenge, exams to see if you can use these items.

This is not nearly as terrible a situation as you’d think. You can destroy these spikes. Others not so much.

Technically, I should have described the game for the newcomers before that, but it’s such a pressing piece of assholishness that I had to mention it, because right now, it is a turnoff, and a big one. So… Rogue Legacy 2 is a procgen platforming type dealio, where your bloodline has been cursed, and only by defeating the horrors of the haunted castle in which the curse began can you all be free. That’s harder than it sounds, by the way. A lot harder, because you start pretty weak. Weak enough that you’ll likely die within a few rooms at first.

But you do get better, and you get to experience new and interesting classes, regardless of whether you’ve played the first. This time, I’ll mention the Chef. Yes. Chef. A well made frying pan is an extremely powerful tool in the right hands, and if it’s also enchanted to burninate thy foes, and turn medium sized projectiles into fireballs? That’s… Pretty good.

So, aesthetically, it remains good (if it ain’t broke, don’t fix it), with important elements being clearly shown, some of the more irritating filters having been removed (yay!), and a pretty accessible UX and tooltipping. Cool!

Ahahaha… Fuck.

Less cool is the base keybinds. I’m going to be rebinding the keys next time, because the base keybind of WASD for movement (well, technically ASD, with W being for easy aiming of spears, and SPACE for jump, but) and Shift for… Errr… Bounce… Well, with shift being a little finger thing, that’s much more suited for prolonged actions, which a bounce… Definitely isn’t. I’m gonna have to move that somewhere more accessible.

But, overall, for all my bitching about these things, Rogue Legacy 2 remains a recommendation for folks into roguelike platformers, still being in Early Access as it is.

The Mad Welshman swears he’s got his shit toge- ahahaha sod, I’m dead.

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