At first glance, 13 days in hell appears to be quite impressive. The game has a neat occult feel to it, the menus have a 3d book as a back drop, and the game starts by having you sign the ’13 days challenge pact’. Sadly, after a few rounds, the game play starts to get highly repetitive, and what you are left with is a highly-polished, but highly mediocre game.
At its heart, 13 days in hell is a point and click shooting game. It features five guns, three hand guns, a shot gun and a machine gun. There are three difficulty levels, with hard levels having significantly more enemies. While the later guns are more powerful, they all feel a little vanilla – fire rate, reloading and accuracy are the only things that change between them. The game has a few different enemies, which again are all pretty similar. A couple need to be hit in their ‘weak points’ to be dealt with effectively, but besides that they are pretty much the same. The damage system is good – basing the damage dealt on the type of enemy, the distance they were shot, where they were shot and the weapon used. The system rewards accuracy, and makes the game a lot more skill dependant than it would be otherwise. The game has far less enemy types than levels, meaning that a new guy is introduced only every few rounds. At the end of the level, points are awarded based on life left and accuracy. Ammunition can then be bought.
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