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.
See you soon!
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.
See you next time.
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.
See you soon!
There are 4 special levels around the maps that are trials. Each one of these is like a really short stage focused on a certain theme.
All enemies in the Trial of Might are Chosen Hellspawn that’s the theme!
Trials focus on combat and have little to no platforming. They will pit you against enemies you have faced in new and challenging ways. All trial doors will remain closed if there are enemies nearby. The difficulty of trials is higher than levels up to that point.
A bunch of pinkies in a corridor with no room to jump?
Most trials don’t have any checkpoints and have little to no health refills or ammo pick-ups. Combat trials demand precision to dodge and dispose of enemies efficiently. Without checkpoints you need to do it in one go, and unlike regular levels if you die after unlocking a killing room, you will have to clear it again.
Or a plain old pinkie swarm
There will be a small reward at the end of each trial in the form of a regular upgrade. However a greater price awaits those who can complete all 4 trials!
For miniDoom1 we used fan made music from cover albums (“Dark side of Phobos” and “DoomII: Delta-Q-Delta”). Awesome music indeed, but maybe not appropriate for every level.
This time the will have a complete soundtrack, this means that every level will have its own music according to its theme.
Responsive music and transitions
The music in some levels will vary according to the environment such as electric blasts in level 2 that will trigger an electric guitar, it will also slow down when opening the weapon select menu and other effects such as that.
Also the music will have a normal version for the normal or platforming sections of the levels and another version for the closed fights that will be much more aggressive and fast.
Here’s a really small sample of the music with some gameplay.
A third member joins the dev team to take charge of music and other aspects of sound design! He is very talented and will give all the music the Doom flavor it deserves.
Oh and don’t worry this won’t delay the game further, he’s already been working on the music for months.
As we mentioned before half the game takes place in hell. We wanted to make a nice transition from mars to hell. So we made a portal loosely based on the one from Doom2016!
I’m quite happy with how it turned out, the artist went ham on the concept and came up with a room that was way bigger than the camera so you have to walk around the room to get the full view of it.
The full room, it’s the end of level6 and the first half of the game.
It has some nice lightning effects in-game but I removed them for the capture because of the camera-shaking too much.
Hello! We aren’t dead, we just went on a small trip to a comics and videogames convention here in the third world. We prepared the first 2 levels for people to play and test.
From all the gifs you might have noticed that I don’t usually apply textures or tile sets to levels while I test the game. But for this I had to decorate the levels and they are looking very nice.
The artist has been slowly producing new graphics for every level, so that each one looks and plays uniquely.
Here is the last room of level 1: The Hangar just before the exit. Here you face off with the first pinkies. Everything still subject to changes.
Bare essentials for testing
Dressed the place a bit more interestingly
Does it look cluttered? In game looks rather fine. Camera is much smaller
We’ll be back with more news soon!
With the last post about the summoner we have covered all of the enemies in the game, except for a few special cases. I’ll clump two of these extra enemies here.
they don’t deal damage for a second when coming out
These enemies are kind of a level hazard, since they appear only on a single level of the game and only on very specific areas.
They are a very simple monster, just a slow melee attacker. But in certain areas of the level they spawn endlessly from the ground, every time you kill one, another will raise somewhere near. They are a pretty fun obstacle to overcome. Every level in the game has its own unique mechanic like these zombie-like guys.
don’t step on the puddle
These variation on the mancubus used to be just the same but with more hit points. After reding some comments in the blog, I decided to give a shot at making it a more unique enemy.
So I made an acid version of the shots with some simple particles, the shots are also a bit faster but smaller. And now that a cyber mancubus dies it creates a pool of acid for a few seconds. Also there is a new effect to distinguish when the player is touching acid or lava.
About the D3 mancubus, hes probably gonna work like the cyber-mancubus but stronger. Anyway it just appears in a single stage.
The summoner is a slippery flying enemy that can be really difficult to kill. As the name implies, he can summon other demons. The summoner floats around the room and prefers to keep away from the player, letting it’s summoned demons do the dirty work.
Killing the summoner can be tricky because it spawns with a shield that can take a few hits (a weaker version of the armored-pinky shield). If the shield is destroyed and the summoner starts taking damage, it will teleport away from the player and regenerate its shield. For this reason using splash damage is most effective against summoners.
Rockets are almost mandatory
Summoners can also attack by throwing a slow traveling energy wave at the player. This attack can go through walls and is very wide, but is kind of slow. Summoners have a really slow fire rate, so they aren’t very dangerous without their minions.
And of course the sommoner can summon lesser demons. There is a chance the it summons a hellraiser or a smaller chance it summons a new imp or a pinky. Right now those are the only 3 demons that can be summoned. I might add revenants or heavy weapons dudes to the list later, but I haven’t tested them with so much summoning variety yet. Don’t worry they have a limit to how many enemies can be summoned at a time (right now its 3).
You can actually bypass the shield with clever angling
Even without their shield summoners are very tough and hard to catch. These enemies should be your first priority on any battle! Kill them before they fill the room with enemies! (A couple of unmaker shots are the best option)
Nice mid-air weapon switch, brah
We are showing the hell knight just now because all of its sprites were redrawn and are sharper than ever.
The hell knight is a large tanky chaser enemy than can deal a lot of damage and disrupt your movement by pushing you around, jumping and blocking your way.
What makes hell knights dangerous is their large size. Their running speed is not too high, but they accelerate when jumping. They can also jump higher depending if the player is positioned much higher than they are.
Learn how they behave and you’ll easily dodge them
All this makes them hard to avoid if you cannot focus them 1 on 1.
There are many ways to avoid hell knights. You can even roll through them but your timing has to be good.
Easiest way is to wait till they jump and slam the ground and jump over them at that point. Trying to jump over a running hell knight can cause them to jump to intercept you, and you don’t want to get hit by that (while jumping they have increased damage and knock-back power).
When a hell knight slams the ground it launches a small fire wave that travels over the ground. Don’t get distracted by this, it doesn’t deal as much damage as the knight and it doesn’t push. A chosen hell knight can launch a fire wave that travels way longer.
Hell knights can be hard to ignore with their size and mobility, get used to their way of movement so you can better engage them in a group fight.
Hes big but ignore that bastard, focus on archviles