After finishing a dodge you will retain its invulnerability for a moment, this will allow you to better recover from it. You can now cancel the dodge animation by jumping, you will retain the invulnerability as if you finished the dodge (so kind of an aerial dodge). To compensate for the buff, the time you have to wait between dodges has been prolonged a bit.
roll or jump through em’
So the dodge is pretty damn important in the game. Due to the large hitbox of the player and enemies, you will soon find yourself in a place where you can’t jump over or duck under an attack.
We want to encourage dodging by making it more powerful and giving it more visual feedback (might add some more effects later). So dodge has to be a very short animation because you lose control of your character, and I wanted to buff it but keep it short and fast. These changes should make it a lot more appealing.
Dark Claw changes
The projectile speed has been increased, this means the effective range has also been increased. To compensate, its ridiculously high damage has been lowered a bit.
making it less Overpowered and more usefull
Also the dark claw can no longer be obtained early in the Dig Site. I thought it might have been an interesting secret to have, but it turns out that obtaining the weapon outside its tutorial area leads to players not learning how to use it or when it is powerful.
Also clearer tutorials and many other minor changes. So dont forget to update.
In need for upgrades? Or you want those pesky runes? Well there are always a few tells when a secret is nearby.
First of all never forget this:
Thats quite literal
When you see health bonuses they will be pointing to a secret or a secret might be nearby. On the other hand armor bonuses will usually mark the main level route.
Like in classic Doom, the basic is being aware for suspicious textures. But also blood spatters in the walls or background are usually present with secret paths. Or just anything that looks like a door.
oddly shaped like a door….
Sometimes its the same texture, but there is blood…
And after all that. What are runes for? Well they unlock a map in the overworld. And inside that map, they unlock special doors. Each one of these doors contains a reward. The more runes the door needs the more powerful the reward.
What could be behind door number 1? Well its not one of those regular upgrades
So yeah, after so long! The game is finally released and everyone can play it right now.
This is so exciting! You can download it from our page or Gamejolt, or Itch.io. Here is our link: http://calavera.studio/minidoom2/
Hey everyone, to all who asked about when the game is coming out. Many thanks for the interest, it makes me really happy to see the support and really anxious to not be able to give a definitive answer. So here is some info:
Well it turns out that the last 1% of the game is actually 20% of the effort. The game itself is technically done, it is currently playable from start to finish and has been for a while. However some details are still missing. Credits sequences, disclaimers, some last secrets, polishing the difficulties and adding a couple of different game modes are still keeping us more busy than we expected. Continue reading What’s up with the release date?
Last week we held the first two official closed beta tests. We had many people play before, but only casually in conventions or at events and in those cases people rarely got past the second level.
Last week on Monday and Sunday we gathered some actual gamers and brought the whole complete game for them to play.
After 3 hours of solid gaming the tester was watching the end cut scene and asked “when is the sequel?” but just at that moment, the marine arrived in hell and I had to tell him that he had finished only the first half of the game. And that that the levels in the second half are way longer. Continue reading Last Week in Calavera Studio