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Imps, imps, imps

You want imps? We have that. We got more imps!

Working on the later hell levels I realized we needed a new flag enemy, someone to welcome you to hell with open claws. And that enemy had to be a good ol’ imp.

Doom3 underrepresented? we demand diversity!

This one is based on Doom3’s imp (lets show poor Doom3 some love). And it is not just a dumb roamer, it will chase you, jump obstacles and cliffs shoot and slash at you.

These imps are quite agile and can jump far.

They can shoot fireballs but prefer to get close and use their claws on you.

Just a few more enemies till we are done showing them all. See you soon!

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Weapon Spotlight: Dark Claw

The decision to include this weapon is a long story.

Mid-point in making the new weapons I realized that there was no short range splash weapon, rockets where too dangerous to use close range.

So I thought a flame thrower would be the perfect addition; a weapon that would use rockets in a different form. Short range and deadly!

I made a prototype and it quickly became one of my favorite weapons. However, there was a problem: there were no flame throwers in any Doom game!

What to do then?? I wanted everything to be based on lore. I didn’t want to just make one up!

So then I started searching a weapon that could be adapted. Hellshot? Lightning gun? Those would clearly be energy weapons…


Jazz hands

Then I remembered a really old twitter comment were someone asked about the Dark Claw from the Doom Bible. And so again I looked for the entry in the bible:

“Demon weapon that casts a dark cloud of tortured essence. Silent but deadly. The Dark Claw feeds on human souls. Killing possessed humans or hellslaves allows the weapon to feed”

This time I could imagine it as just what I was looking for. Dark flame-like globs that ate enemies!

Visuals from the Dark Claw exist in some of the alpha builds of Doom! (this one might be a recreation tho)

So then a conversation sparked.

-Isn’t this a bit obscure? I mean the “Doom Bible”? It’s not even a Doom game.

-It’s not even very clear as how it works.

-It sounds damn cool though.

-Better than slapping on a generic flame thrower.

-Ok, as long as it’s a fun weapon.

And fun it was. So I remember reading about the original Doom’s development, and how Romero wanted to include a demonic weapon that would feed on souls and heal the player. That idea would come about in the form of the Soul Cube in Doom3. And the Demonic weapon in Doom64’s Unmaker. But they never did come through with the Dark Claw.

Its like a flamethrower, but edgier!

So yeah, we decided to go ahead with it. And use some of the original concepts for it. I changed the ammo from rockets to souls, and the flames to look black and red. With the appearance of the weapon itself I took some artistic liberty. It’s not a single claw you hold. But the marine’s hands become the weapon! Since the weapon itself seemed very abstract, I thought this was the coolest interpretation.

The dark claw is a short range splash damage weapon. Its projectiles travel slowly and go through enemies. The weapon can deal heavy damage due to its very fast fire rate. Its drawbacks are its short range and the sluggishness of its projectiles.

The dark claw is perfect to get rid of clusters of enemies that might be too close to you. Its ammo will deplete quickly if fired constantly, but every kill will recharge it. So if you are killing weak enemies you can almost go on forever.

The dark globes will stop if they hit a wall, but they will keep on doing damage. So if you are being followed, a good strategy is setting the floor on fire.

More cool weapons and enemies will be revealed soon as we approach the final stages of development! See you soon everyone.

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Power-ups graphic overhaul

We got new graphics for all the powerups. The sprites and also effects when picked up.

Early on we realized the powerups were hard to notice. They were too small and also it was hard to tell what they did.

Sometimes you could pick up a key or weapon and not even notice. We made and effect for each powerup, and the keys and weapons also display text on screen.

In the ammo department, we completely remade the powerups. The old designs just weren’t useful. Users had a hard time determining what was what. So we used the colors and icons we made for the GUI as a base. Each ammo type has a main color that makes them instantly recognizable.

These are some of the first quality of life improvements we are now working on. Many more coming up.

See you next time.

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The Cacodemons

We love the cacodemon. It is probably our favorite enemy… it’s just so charming!

So cacodemons in MiniDoom2 are a bit different. You will find them floating around from the second level onwards. This means that they are not as powerful as they used to be.

In Minidoom1 cacodemons where high level enemies that were really tough to kill.

just 2 missiles this time

In Minidoom2 they still have the role of a floating sniper, but they have less HP. The other stats are also a bit reduced: damage and projectile speed. Their shots still explode in a small splash area. This is in order for the cacodemon to become a more common enemy and use it often in the level layouts. So expect to see lots of these smiling guys.

Cacodemon variation

We didn’t want to lose the impact of a powerful cacodemon so made a variation based on the cacodemon from Doom 2016. Although this demon has a different role, it is a short range chaser.

It is also much tougher and faster. Once these cacodemons get close to you they will unleash a torrent of fire that deals heavy damage and can push you back.

Your best bet against these bastards is to exploit their short range, and weaken or kill them before they can get near you.

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Killing Rooms & Chosen Hell Spawn

Hello! Here are a couple of incoming new mechanics that make the levels in the game way more interesting.

Chosen Hell Spawn

Sometimes you will encounter specially powerful demons. Hell’s chosen champions. They are differentiated by having a burning crown on top of them.

A juiced up imp

These bastards have more than double the HP of a normal enemy of the same type. But that’s not all. Most chosen hellspawn behave differently from regular ones, they may attack more often or be faster, or even attack in completely different ways.

Most of the times these guys serve as mini-bosses in killing rooms.

Killing Rooms

There are several rooms throughout the game that will lock down when entering or performing an action. Triggering these will spawn waves of demons which will have to be killed before being able to escape.


I do like that cheesy line

These rooms are carefully crafted encounters that will put your murdering skills to the test. Dodging enemy attacks while attacking, navigating confined spaces and managing your ammo and items will be key to survive these gauntlets.

All levels end in a brutal encounter before exiting, and most levels have several of these fights. So be ready, running away is no longer always an option.

A sample of killrooms in some of the actual levels (not actual game music haha)

See you next time and prepare to die space marines!

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New Guys

We got familiar faces coming back, and it’s the shotgun-guy, and the heavy-weapon-dude.

The shotgun guy switches up the game a bit; you can’t avoid his shotgun blasts by crouching. The bullets however are slow, so you have time to jump over them or use a dodge. These guys can punish you if you get too used to crouching.

The heavy-weapon-dude AKA chaingunner is also a ranged roamer who will fire a stream of fast bullets in your direction.

The burst of 4 bullets is hard to avoid by jumping or running, crouching is a safer option. However crouching and waiting for all the bullets will leave you pinned down for a few seconds, which can be critical during an encounter. Chaingunners are also sturdier and can take a shotgun blast to the face.

The combination of these different zombified soldiers will keep you on your toes in the battlefield. So stay alert and see you soon.

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Weapon Selection Design

After A LOT of testing and arguing we are finally happy with the weapon selection in minidoom2. It was really hard to fit the things we wanted into the game, and make it fun and intuitive to play. Here’s how the process went:

Stage 1: We are making minidoom2!!! I want to make MORE WEAPONS

When we started this I wanted more guns. We had 6 and I wanted to double that. I figured that each weapon would have an alternate weapon, and that would be awesome. Like chainsaw was the alt for the pistol, and the SUPER SHOTGUN for the shotgun. It worked in theory.

Turns out that wheel controls like crap, not intuitive at all. Trying to select a diagonal twice to switch a weapon was just all kinds of wrong…

Stage 2: Denial and the weapon matrix-grid-tron

So I analyzed why it didn’t work. Seems it’s only intuitive to use 4 directions in a keyboard. So then I made another system based on 4 directions, arranging bullet weapons on the right, energy on the bottom, explosive left and no-ammo top. So you press a direction to select a basic weapon then another one to select another less basic weapon. It worked in theory, and it could hold all 12 guns.

Unsurprisingly it worked like crap. In keyboards it was ok-ish. But in gamepad it didn’t work AT ALL. People testing it were just confused at all that huge grid of weapons and how to select them… The conclusion was unescapable… painful CUTS were needed.

Stage 3: Balancing Vision and Gameplay

This is the hard part. As a developer there are many things you want to put in the game. And much of it will not work and clutter the gameplay. 4 directions plus 4 diagonals were easy to use and understand. So we had to reduce the amount of guns to 8. (good bye super shotgun…)

But then I found a middle point. By making the ultimate weapons (BFG) stronger and more limited with their own ammo, it also made sense for them to be harder to select. So you wouldn’t pick them by accident. So then I added two additional slots, left and right had to be inputted twice to select them. It wasn’t comfortable, and it worked perfectly!

So you could say that Minidoom2 has 8 core weapons and 2 more for rare occasions. But you’d be WRONG!!

Whats this?? Yup, I found a way to keep the Super Shotgun in the game! The Super Shotgun is not a separate weapon now, it is an upgrade to the regular shotgun. I realized that once I got it, I never used the regular shotgun anyway. So it works! (there is still a menu option to switch back, don’t worry)

This is all taking more time than expected, but we are learning to deliver a good experience in a game. See you soon space marines

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The Mancubus

The mancubus is a wall of flesh that will stop your way with constant waves of fireballs.

The Mancubus’ fireballs are slow but powerful. Unlike other projectiles, if you get hit by them you will be pushed back.

Mancubi also shoot a lot!

Be very careful when confronted by them, or you may lose you footing and be tossed around by their fireballs.

They also come in different flavors.

These mighty beasts and more will be coming soon! We will be revealing more enemies as we finish balancing them.

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Different Pinky Races

Of course the beloved pinky demon is back in minidoom 2 (with a small AI improvement). But we also have different kinds of pinkys coming from the other Doom games!

Pinkys are more dangerous now because they will knock you back if they hit you. Other than that they are pretty much the same, you also have more options to kill or dodge them. The chainsaw being specially useful if you manage to isolate one of them.

Specters are also coming back from doom1 with a skin overhaul. These sneaky bastards will be invisible when too far away, except for their eyes. I saw this effect used in brutal doom, and thought it was a brilliant take of the specter so I implemented it here!

Lastly from Doom2016 we have the Armored Pinky. These guys are slower but can perform a charge; they are also really though to kill from the front. They have a barrier that eats bullets (testing showed a visualization was needed).

But if you can avoid their deadly charge then you can hit their exposed back. Or just use splash damage and fry them.

All these pinky variations and more coming soon guys!

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Doom 2D (The Russian one)

When we launched miniDoom1, people soon told us about another 2D doom game which has been around since years ago! I had to check it out, so I played it and here are some thoughts!

Some back story first, this game is REALLY OLD, it ran on DOS. It seems it was made at some point during the 90s by some fellows in Russia. Since then it has seen many improvements and compatibility fixes, it has an active community keeping the game alive. Now that’s dedication!

My goal here is not to compare Doom2D with MiniDoom. This game is a completely different beast, the gameplay is very different from MiniDoom. I’d say that Doom2D is actually a lot more faithful to the original Doom!

So let’s check it out:

DOOM 2D or as I like to call it: Doom on ice.

First thing you’ll notice when playing is that friction is almost nonexistent, you slide everywhere which I never could get used to…

The enemies will not detect you unless you are in their line of sight or shoot them. Just like the original Doom. Touching them does not hurt you unless they are attacking, once again like the original, except they don’t block your way. Enemies can also get staggered which is really useful since there is no other way to dodge their attacks. Sliding through enemies and staggering them with punches turned out to be a good strategy early on (I called it the dance of death).

the dance of death

Overall the enemies behave a lot like the ones in Doom, I really like that!

around level 5 a cyberdemon just falls on top of you!

Each level is one big maze-like screen, you have to collect keys to get to the exit as usual. But the game plays more like a puzzle platformer; it’s never a straight path to the exit. You have to try switches to find the next key and figure out the correct path. It can get frustrating when you get stuck because it’s not clear what the switches do. But hey, I remember the original Doom being very maze-like too.

there are many instant deaths. No problem tho, you can save anywhere

Overall the levels are not the best part of the game. Platforming feels clunky and slippery, and the puzzle aspect is not very fun (swimming and backtracking can get tedious).

The best part of the game in my opinion is that it has a strategy element. The camera is zoomed out, so you can see a lot of the level. You can also save and load mid game. This gives you the option to plan your fights ahead. Since the enemies won’t attack until you make your move, it felt like a sort of doom-chess, I really enjoyed this. I just wish there were more encounters to strategize and less “trying out every switch in the room”.

punch is OP, also rockets are insane

So give this old gem a try! It has and old school feel of Doom to it. And it also has Multiplayer!

Download Page: http://doom2d.org/download/df/index.html

And my deepest admiration to the team behind Doom2D, making this game 20 years ago! And for god damn DOS!!! it must have been hard as hell. And props to all the great doom community keeping this available for all to play. I just wish I found about this little gem sooner.