Let’s take a look at what the first levels are. The first 2 levels of the game are pretty tame.
The first level is of course the beloved Hangar; it has the purpose of teaching the basic mechanics of the game and is the home of the Shotgun and the Grenades. It doesn’t have much combat or platforming.
It has some nice outside areas though
2- Central Processing
The second level Is Central Processing, it has a high tech setting. The level will give you two new powerups very early: Double Jump and the Plasma Gun. Yeah plasma is the second weapon in the game, this is because it has an important role. The weapon is very powerfull, but it consumes a lot of ammo and your maximum energy cells are not very high at the start.
High tech all the way
The rest of the level has more platforming than combat and a lot of enemies in angles to get players used to the double jump and plasma. There are plenty of electric traps and the first chosen hellspawn awaits there to battle.
Shit gets serious
Level three is the Foundry, a Doom2016 inspired level. And it’s here where you learn the last of the basic mechanics like rolling around and using switches. It is a large stage with a lot of combat. This level is the first real challenge in your journey.
Seconds away from death.
But I won’t get much more into the levels than this. I don’t want to spoil too much, also I don’t think I will do any more of these descriptions for the other levels, so you’ll just have to play them.
Throughout this year I’ve been able to watch many different people playing MiniDoom. I got a better idea of what people want or expect when playing the game. And exploration IS NOT IT. A clear path, clear objectives, hard challenges and quick retries. This is the best formula I came up with, this is most of all an action game.
But I always liked exploration in games, it can be so rewarding if you have the time. I wanted to put something in miniDoom to discover, not just carve a straight path of blood (which also is awesome, don’t get me wrong).
Plenty of stuff to discover in every level!
Remembering MiniDoom1 the place where most players stopped playing was level 3: the Toxin Refinery. This is because the Toxin Refinery is not a lineal level, you can chose between two paths to get the keys, and then use them in a poorly placed door. The problem here was that the objectives weren’t clear, but I also believe the maze like layout of the refinery caused frustration in a fast paced game.
With the level structure in MiniDoom2 I try to solve these problems. The main route through most levels is very straight forward and clear. There are also optional areas which contain powerups or upgrades. These optional areas are usually harder to access or hidden.
Level 1. Red are optional areas. Its the smallest map, the larger maps have less optional areas.
So a player who plays straightforward can finish the levels without confusion. And someone who wants to explore a bit can look for optional secrets. In the end, the upgrades should only be necessary if you plan on playing the higher difficulties, or if you are having trouble in a certain level (they are optional after all). You also have the option to revisit other stages and search for upgrades or you can just lower the difficulty.
So is exploration a part of MiniDoom2? Nope, but there are things to discover if you want to.
Let’s get into the more platforming aspects of the game now. As I mentioned before, each level has its own thing, so there are level specific hazards for each map.
Whats a 2D game without spikes? Don’t worry they don’t insta-kill
We have got barrels, teleporters, spikes, spike traps, lasers, electric traps, acid, high jump platforms, falling platforms, pits, lava and even more shit to keep you on your toes.
The cool thing about these hazards is that all of them can be used against the enemies (just like barrels). And you will probably have to use them in battle to overcome some challenges MiniDoom is an action game after all.
High jump pads in level 3
I don’t want to show too much about these mechanics to not spoil the game. So just know that hazards are here but they are not the focus of the game, they just spice up the gameplay.
There are other less common powerups around the game. I’ve already talked about the Berserk, but haven’t yet mentioned the Megasphere or Invisivility powerups.
Supercharge (AKA Soulsphere) works a bit different here than in regular Doom. Just like in old Doom, you can go beyond the regular 100 health by picking up health bonus or Supercharge. But in MiniDoom you can only go up to your maximum + 25 (unlike the old 200). Double the health was too damn strong. However there are ways to upgrade your health and armor total. It also fully charges your souls! (A nod to its name).
The Megashpere is very simple, it will max all your ammo types, this also includes BFG ammo and souls unlike the backpack (which gives you a medium amount of every other ammo). It will also max your health and armor beyond your current maximum as if you had picked up the max amount of health bonus pickups or a Supercharge.
And finally we have included the Invisibility powerup (AKA Blursphere). To me this seemed like the most interesting of the Doom temporary powerups, it gave you a brief burst of power, but you still had to use strategy to make the most of it (unlike the Berserk). While invisible enemies won’t shoot at you, and chaser enemies will react more slowly.
*Instert John Cena song here*
Other strong candidates to make into the game where the Invulnerability and Quad Damage. They might have been interesting to include, but they would need sections of the game crafted to suit them and I’m afraid we are out of time for that 🙁
That said there are still other secret powerups that might surprise you, but I won’t be covering secrets in these devlogs, you’ll have to discover them!