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Weapon Spotlight: Gauss Cannon



We will be showing some of the new weapons to come in Minidoom2 and the first one to make the cut is Doom2016’s Gauss Cannon.


The design behind the Gauss is all about these two words: PRECISION and POWER. Just like in the original game, the Gauss will shoot a single super-strong, super-fast projectile that will shred the demons it meets along the way.


All energy based weapons in Minidoom will serve the purpose of aiding you in aiming to difficult targets in some way. And the Gauss will be the most precise of them all. It will auto track enemies near you in a cone in the direction you are aiming, and will home into the closest one.



The shot will deal high damage but will have a very slow recharge rate. But don’t worry, if the enemies life is lower than the damage, the shot will pierce through and deal its remaining damage to other enemies in its path. It can roughly pierce 3 zombiemans and a barrel, or two imps, etc.


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MiniDoom1 – Level Design

How is the level design in minidoom1? In short: not very good.

All levels where made in just a couple of days (had some additional days for the boss fight though). I didn’t have time to properly plan the maps and it shows.

During the crunch time I focused on making each level feel unique. So I tried to focus on a different mechanic in each level. And in making sure the key-cards worked as Check Points.

1st – Make it like original Doom, going right

2nd – Pass through platforms, going left and returning

3rd – Barrels, acid, exploration.

4th – Vertical movement, flying enemies.

5th – Short and difficult, plus the boss fight.

Let’s check out the first level and see how faithful it is to the original Doom.


hangar2 In this first area I just tried to reproduce the look in 2D.



Next there is a staircase that leads to the first armor, some windows and pillars.



Then there was this short tech section.



Then there were the first acid pools with two imps shooting you from above. Very much alike.



Then this final section, I remember that in the higher difficulties you could find a pink demon here and of course; the candles leading to the exit.

It was a good translation to 2D but it was not so intuitive to play. It didnt teach the mechanics well.

So in Minidoom2 we will not focus on making a faithful reconstruction.

Well just make it better to play.

See you next time.


Sneak peek: The effect of one of the new weapons. What could it be???


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MiniDoom 2


I’ve been changing the game quite a bit since its release; trying to improve on its many flaws. MiniDoom was a project that was made in just a few weeks. We had to rush to release it, because we wanted to launch it alongside Doom 4 (Doom 2016). So the game was not tested enough, and is very barebones compared to what we had in mind.

I’m happy to see that MiniDoom has picked up some notoriety lately. So I’m gathering all these improvements and instead of just adding them to the old game or releasing a pack, we are making it a whole new standalone game, the way it was meant to be played from the beginning.

So we are giving this little project a final boost: MiniDOOM 2!!

What to expect:

6 Of course it will be a completely new game with new levels and a new boss.

2 A new overworld map will allow you to select levels and revisit completed areas.

5 Since the game will be longer, it will save your data.

3 What is a new game without new weapons? Each weapon will now have a counterpart for a total of 12 guns!

4 There will be a much wider variety of enemies to test your new guns on!

7 Not only the previously shown grenades but other new moves, powerups and mechanics too!

1 I believe this will be a better way to play the game.

What NOT to expect:

No mobile version – Sorry guys. I’m trying to export a Mac version though!

No multiplayer – It doesn’t seem viable for a small project like this one.


Some differences:

The original MiniDOOM was based on DOOM 1. This one will not be limited to any Doom version in specific. We decided to just have fun with it so it will mix elements from all the Doom games!

knight arch

You will be able to fight classical Arch-Viles alongside with new Hell Knights.


Really dig the new revenant design. (sorry no diagonal shooting yet :p)


To deal with the new amount of weapons a quick select mechanic is already added. Like the one in Doom4. (also a peek to 2 of the new weapons)

These and many, many more features will come to MiniDoom 2!

The release date for now looks to be late november 2016. Will keep on posting till then.


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A necessary evil: Flinch

Back when I was first making MiniDoom I was planning on putting up a flinch mechanic like in many other platform games.

gotta hate that

First on my mind was super Metroid, enemies knock you back there, so why not here? As I continued continued with the development the game took form on what it is now (something very different from super Metroid). You have plenty of health and enemies hit you a lot, you have a short invulnerability period to even the odds against many enemies. Its fast, it’s cool enough.

Adding a flinch I thought would slow down the combat too much; I thought that it would be suitable for a game where you get hit less, not this one.


This was a mistake however, now you can easily go through enemies without even fighting them, it’s no problem since you have so much health. In the classic Doom enemies block you and you have to defeat them or find yourself trapped.


Well I’ve reached a compromise. Some attacks will knock the player back, and some more than others.

A regular shot will just trigger your invulnerability frames, but running into an enemy will knock you back, explosions too. This might have some other cool applications (rocket jumping???)


So MiniDoom is getting  this new necessary evil, the dreaded flinch mechanic. But don’t despair, the marine will get some new movement options to fend off the hordes of hell.

See you next time.



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Improving on MiniDoom: Diagonals

Lately I’ve been busy trying to improve MiniDoom to release a new improved version, but after so many changes it is becoming more of a sequel than a new version.

One of the challenges of MiniDoom’s gameplay is simply to hit enemies that are not directly in front of you. You can only shoot in four directions and you have to find ways to position yourself so that you can hit the enemies. This is most easily done by jumping to hit enemies above but becomes really tricky for enemies bellow you.


This obvious problem is a staple of the platform game, Mega Man NES games were all about this. But even in these games, you were usually given some options to deal with tough situations. In Mega Man you had special weapons; other games like Contra just gave you the ability to shoot in eight directions.


I identified this as a problem early on, and decided to adapt one of the game’s weapons to fill this gap. I really liked Mega Man 3 Magnet Rocket’s design. It moves horizontally then vertically, but it just wasn’t useful enough to make it a core weapon.


Since the plasma rifle and chaingun were so similar I made the plasma a homing weapon. The bullets would be able to go up or down depending if there was an enemy near. This made the weapon kind of homing but not too much as to not make it too easy. It was a good gun, I like it a lot. But it has a flaw: you get it too late in the game.


I realized a new option is needed earlier in the game. And Doom 3 gave me the answer: GRENADES. Another classic game that has almost the same mechanics and uses grenades really well to allow you to hit enemies above and bellow you is obviously Metal Slug.


So then grenades will be coming to MiniDoom in the shape of Doom3’s ugly yellow grenades. They will deal medium damage and the blast will deal low damage, and they will consume your rocket ammo. Due to this change, the rocket launcher will get a buff!


See you next time.


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MiniDOOM released! Play now!

minidoom launch

Our first game is out!, you can download it directly here. Or visit the game page to see screenshots, sprites and info.


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MiniDOOM – alpha footage

A small recording of our very non-textured beta to test weapons and pickups

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MiniDOOM Baron of Hell!

As a first time pixel animator… or animator in any form… I’ll say one thing… FUCK reverse knees…

Baron of Hell

Tiny Baron of Hell

Tiny Baron of Hell