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The new difficulty does not feel quite as silly as Nightmare; vanilla Doom is for the most part already fairly easy and generous in supplies, so the difficulty increase still feels reasonable. Plus, phasing out the Zombieman makes sense, as it solves the inconsistency created by the removal of the Rifle weapon from the beta builds.

Unfortunately, the mod does not work properly with Doom.wad since Doom II monsters are not recognised by it.

The Doom 2-exclusivity was actually a disclaimer I forgot to add to the Itch post; due to the WAD structure, filtering by game wasn't supported in the original version. That said, there'll be an update soon that swaps to a .pk3 that supports filtering, so it'll be lots more compatible.