Is there a Forum/Discord/Reddit for this game?
Forum :
https://forum.chaosforge.org/Discord :
https://discord.gg/jupiterhellReddit :
https://www.reddit.com/r/JupiterHell/
Why have you removed diagonals?
First
of all, diagonals were never a part of Jupiter Hell. The decision to
only have cardinal movements was made years ago at project conception.
The gameplay and graphics were designed with that in mind.
The
decision was made to make gameplay smooth and quick. Only a minority of
modern PC users have access to a numpad, and there is no solution for a
gamepad that allows for quick pick up and play. No solution was found
which would not require the player to adapt to some unintuitive control
scheme. Hence, at design stage we decided to not have diagonals and
design the game around it.
Any further discussion about this is
pointless, because short of a full overhaul of the project (including
all the level geometry assets and general scale of things, and full
rebalance of all the systems) there's no way to sensibly put diagonals
back in.
Why can't I unload weapon from the ground?
Jupiter
Hell's major design principle is that there should be no case where an
optimal way of gameplay requires a boring repetition or grind of a given
task. If the optimal way of gameplay would be going to every weapon and
manually unloading it, this would be a chore which doesn't add much to
the gameplay. Circumventions like having weapons automatically unload on
drop or picking up weapons that you already have instead unloading ammo
have been considered, but each of those comes with further
complications or UX issues.
The game has less content than DRL!
While
not by a wide marigin, yet that is still correct. Jupiter Hell is in
Early Access, while DRL is a more or less finished game. Jupiter Hell is
heading in its own direction, hopefully with your feedback! However,
before we exit Early Access we intent to significantly surpass DRL in
the amount of content, not only in graphics.
Roguelikes in
general grow horizontally. The game is beatable from start to finish,
we're working on more options, more tactical possibilities and more
variety on every stage of the game. See the
ROADMAP for more information!
That pricing?
The
price of Jupiter Hell communicates that it's not a half-year
development asset store based Unity game, but a labor of love, a
development history spanning 7 years, and a lot of sleepless nights, an
engine build from scratch for this particular game. It signifies an
attention to detail and design, and to player feedback that is not
present in more commercially oriented Indie games. It's a promise of
treating players and their feedback seriously, both during the Early
Access stage as well as with free updates after launch.
How do I rotate without moving?
You don't. Facing of both the player and the enemies has NO EFFECT on any gameplay system - it's just visual fluff.
Mouse support would be cool!
Not
as much as you think it would. One of the biggest strengths of JH is
it's animation blending system - the game plays as fast as you submit
keys/buttons to it. For mouse support we will have to turn off that
system, which will make the character move a lot slower than with a
keyboard or a pad. We cannot speed up the animation there as it would
look silly and confusing. That said, mouse support will appear in one of
the later versions as an opt-in accessability option turned off by
default.
I want a turn-counter/timeline so I know when enemies move
While
tactically it would make sense, and would allow for better planning of
moves, this would however drastically slow down optimal gameplay. We
want to keep the game fast paced. If one would need to analyze the order
of enemy movement each turn to play optimally, this would drastically
slow down the game.
We will be adding here more answers if the question start to appear often.