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Lumenoth

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A member registered Jun 06, 2020 · View creator page →

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I beat the demo! Didn't think I would be able to. Honestly I  struggle with these "oldschool-difficult" precision platformers, however I found it very rewarding to make it through the rooms a bit faster after I died enough times, and getting the health upgrade was definitely a relief and motivated me to keep going.

There's a bit of input delay on the sword which really messes me up, I'm not sure if that's by accident or if it's meant to be a callback to Castlevania but I feel like it detracted from the experience, although combat was a lower priority than platforming.

Using items like bombs feels quite finicky, and since they appeared so rarely I wasn't able to get the hang of using them so that I could blow up all the walls to find secret goodies, which feels a bit punishing - if that's the intended feel for the game, then fair enough.

Overall I think this game is great for what it's aiming to be, with a strong visual style that makes the most of its low-resolution graphics and communicates to the player where to go with no explicit signposting, and delivers the game's intent very clearly. I may not be able to beat the full game if it comes out, but I hope you'll be able to finish it, and be proud of it!

Well, it shoots goop and melts stuff, but that's about as lore-accurate to the Doom movie as it gets, heh

Ah! No problem then, thanks for playing!

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Enemies will only be sent flying if they are dealt a high enough amount of damage. In vanilla Doom gameplay, this can only be achieved with the Berserk Pack, Rocket Launcher, the BFG9000 or explosive barrels. Or typing MDK into GZDoom's console.

This mod is best combined with mods that allow you to deal high amounts of damage to enemies, such as Broadsword Jim, Obliterator, Trailblazer, Russian Overkill and so on.

I would rather not use Treasure Tech sounds in this mod, as that mod is still technically in-development.

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Hey there, thanks for the feedback! Always appreciate to hear from a fellow modder.

The pistol and shotgun can be fired super quickly by tapping the Fire button. As for the SSG, it did go through a few design iterations as I didn't want it to simply be a rapid-fire upgrade to the shotgun, I can see how the need to pause after firing twice can feel a bit clunky. I might give it a rework.

Glad to hear you found the mod fun! I wasn't sure if folks would take a liking to it since high-power mods like Russian Overkill, Trailblazer and Doom Incarnate already exist, but perhaps I was being too modest, heh

Are you referring to Delta Touch for Android? The mod hasn't been tested on mobile, but at a guess, you should be able to run the mod without issue. Make sure to run it on GZDoom as it won't work on Zandronum.

Ah. Those mods should be able to work together. The bullet weapons won't gib enemies as they have the +NOEXTREMEDEATH flag set to them. They will still be gibbed by other effects such as the Super Rifle, barrel explosions and punched bombs.

I might release an update for Virtua Crisis that reinstates the flag for the Drake Shotgun and the Sidewinder SMG. Thanks for pointing this out!

Hey there. What exactly is the problem specifically? Are you getting an error message, or are the enemies just not being replaced? I just tested it in GZDoom 4.11.3 with no other mods loaded and can't find any problems.

Are you running GZDoom with any mods that replace monsters or change their behaviour? If so, it may be overwriting the mod's code, making it not work. Currently the mod is limited to working with stock Doom 2 enemies until I can find a way to replace them universally.

In the current version (v2) the Plasma Rifle's reflecting shots can cause a crash to desktop in GZDoom 4.11.3 under certain circumstances. This will be addressed for the next version.

Very nice artstyle and punchy weapons. Demo level was pretty linear, and weapons didn't feel all that varied from one another. Got through the levels on most skill levels just relying on the plasma gun. Enemies on Hard skill and up are too spongy and deal too much damage. Scaling enemy health and damage makes the game more of a frustrating slog than a challenge. You may want to reduce the recoil on the rifle by about half, its low damage and recoil makes it inferior to the plasma gun. Still, a very promising first concept - hope to see more varied levels and challenges. 

That may be too much to add into the game, but perhaps I'll make some official artwork of that, if I have the time. :)