Today I completed my first successful run of Jupiter Hell -
a traditional roguelike which is the spiritual successor to DOOM the Roguelike.
As a traditional roguelike, gameplay is turn-based, and levels are abstracted as 2D square grids of tiles.
Another property that tends to be true of roguelikes is that most turns are uninteresting - walking down a corridor,
or attacking a single standard enemy. There are meaningful strategic decisions to be made from time to time,
such as choosing whether to discard an item from your inventory to make room for a new item or deciding on a skill
to upgrade. Meaningful tactical decisions come about when a situation rapidly becomes dire (Do you stand your ground or flee
when surprised by a difficult enemy?) or the combination of enemies and terrain presents an opportunity (Which enemy do you
attack first? Is there time to run to cover? Should you use a rare/expensive grenade? Should you trigger an explosive barrel?).
Jupiter Hell culminates with a boss fight fairly typical of DOOM-inspired games.
You fight a large enemy that periodically spawns normal enemies and then teleports away.
After a few such iterations my dual-pistol toting marine made short work of it.
As with the boss fight at the end of Doom the Roguelike, I found it to be an anti-climactic
conclusion to an otherwise solid game.
Upon further reflection, I’m not convinced that the roguelike genre supports boss fights at all.
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