![]() ![]() and maybe hacking the alarm systems results in you not being able to do that again for the run. trade away the XP and ammo for some respite. "trigger remote alarm" -> reduced enemy count on next level (as they left to deal with the alarm). "sound alarm" -> timed alert status, exits continually spawn enemies, trade in your ammo for XP. "deliver experimental weapon" -> spawns good weapon but you gotta kill the deliverymen. ![]() More options, and real options, would justify the UI. Looking at this game at a glance I see a lot of traits and class options and stuff that appear straight from DoomRL. But money is kinda tight right now for me so I generally only buy humble bundle deals for games like. Enough that, as a free game, I feel like the dev earned my money even if this game was poop. Right now they do two things but you always just get both (unless you find a revealed map confusing - it's hard to tell where you haven't been on the minimap), so currently the interface they offer is wasted: they could be like doors or chests, just giving you the two benefits when you run into them. I played a fair amount of DoomRL awhile back. Yeah, the current terminals can definitely be expanded. There's still the spiciness of what's in it (and whether or not in connects multiple parts of the map together in a new way) without telegraphing where exactly the change will occur, as with vaults. There is a way to implement "secrets" that's both fun and not flow-interrupting that comes to mind though triggerable console/evil artifact/whatever, maybe even roll it in with the existing terminal as an option, and when activated it adds the new area/enemies/items to the map - either off to the side or even rising up out of the blackness of pits/lava on more open levels. Putting the lengthy delay in Zenimax’s legal team aside, Jupiter Hell always looked sick. Originally posted by Sthenotaph:Vaults kind of fill the secret room niche anyway - do a specific thing, open a special area. ![]()
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