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I really love the adjustments made to the formula here. Using Quake rules for hitscans makes the game feel much faster an frenetic, while the faster switch speeds encourage a more flexible use of them.

>The Shotgun being a starter instead of Pistol is great for fluidity. I wasn't a big fan of the spread at first, but once I noticed that even a little strafing avoids hitscans completely, I had no problem getting up in their face.

(Still kinda wish it had one accurate pellet at least)

>The Chaingun feels so much chunkier in this game. I always felt it was kinda weedy in vanilla. And it's an excellent compliment to the Shotgun's inaccuracy at the cost of some mobility.

>Making the Plasma Rifle slower while maintaining its superior dps leaves the right kind of openings and I rather enjoy that.

>Rockets honestly were kinda underwhelming. Didn't kill like you'd expect em to. Maybe if they got their damage and maybe splash radius upped at the cost of fire rate, they could find a stronger niche, but it's level 5 by the time they become relevant and everything else felt so great that I can't really say I was disappointed.


Most of all, I like how the changes made were subtle enough that someone not thoroughly familiar with Doom's balancing would likely miss them. I wouldn't mind seeing something more drastic, but that attention to detail in not overstepping the source material is an exceptional touch.


Love this, would love to see more. I wouldn't mind seeing an enemy and weapon rebalance in GZDoom that takes after this. I'd probably use it all the time.

thanks for that extensive  review and kind words - we indeed tried to capture the doom feeling, tuned to the smaller platform.

and def agree that rockets are not good.

as for a sequel, I’d need to find an artist willing to work with the harsh limits of that engine!