to piggyback on this praise, I can only confirm that this is the most playable, satisfying demake of Doom I’ve ever played. Recreating doom is one thing, but making it fun is a whole other difficulty. Really cool!
prometheus
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I didn’t get what jackpot of Skulls and Bird Watcher are about - I couldn’t understand basic mechanics in 5 minutes, so I moved on. However, Frogwell stole my heart! Super simple puzzle-platformer with an impressive length, and a really nice progression and level design. My first playtrough was 26 min. It’s rare for a pico game to have 26 minutes worth of hand-crafted puzzle levels!
Overall: chapeau bas, @Adam Saltsman!
If I were to provide any feedback, I’d say:
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I confused inputs many times. Maybe x/step could be on up-arrow instead? That way c/z is the “ability”, and up-arrow is “walk”. More intuitive :)
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While lack of music didn’t bother me, some athmosphere with some simple background sounds could be great, maybe even changing with each chapter. Recently I played a minecraft-type pico game which had sea waves as the only soundtrack, and while simple, it worked well to establish ambiance :)
Hey, thanks for making this game and sharing it!
I like the premise, and mixing two simple gameplay loops adds diversity in game feel. However, two aspects made the experience significantly less fun:
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Collisions in side-scrolling: I’m pretty sure that collision boxes are bigger than what drawn sprites show on screen. Many deaths felt unfair because of it. I suspect you’re drawing a whole 8x8 sprite for the player, while only 2x8 is visible. Highly recommend fixing that, unless you intend a weirdly punishing collision :)
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I played around 5 attemps, and in the last one I was super curious what my score was - but I couldn’t see it, because it skipped with my input from trying to jump in the last second of the game. It would be a great idea to: a) make menu navigation on X, while in-game jumping on Z b) save highscore and display it on the main menu screen
Great work, I’m curious to play your next game!

