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Other Enemies

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.

Possessed/Unwilling

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.

Cyber Mancubus

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.

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The Summoner

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
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Hell Knight

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
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Armory 01

Complete table below

Since we are finished with the weapons I wanted to make a chart with the weapon information.

Of course it’s not a complete chart, it doesn’t have values like range or ammo consumption. But those numbers might change in development… well all numbers might change haha.

DPS (Damage per second) is not a determinant factor on which weapon is better. All weapons are better in a situation. The minigun has the highest DPS and it’s definitely not always the best weapon. Most of the times up front damage like the shotgun’s is more useful. Or the Gauss wich might have a low DPS, but its range, auto aim and piercing bullets make it very useful.

Right now I think weapons are mostly well balanced.

A weapons’ SPEED is determined in shots per second. Some of these and DPS values are rounded.

To get an idea of damage values a zombie man has 30HP, imp has 45HP, a pinky 80HP, caco 115HP, baron has 280HP.

I might do a more complete chart later in development.

You might want to open the picture in a separate tab to get full view

Some clarifications: Staggering enemies like in the original Doom is just stoping their movement for a while when they get hit, it’s a new mechanic we are working on. Enemies killed with the chainsaw will always yield a random ammo drop. Soul cube doesn’t have attack speed or DPS because you can not fire it repeatedly even if you have many souls, you have to wait till it returns to you before firing again.

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Weapon Upgrades

Some of the starting weapons in MiniDoom2 can be upgraded to a new weapon if you find the corresponding powerup. It’s not just cool, it was necessary.

I was halfway through designing the levels, and there is a difficulty spike when entering the hell levels. There are new enemies and they are tougher, so I planned to introduce the super shot-gun there and increase the player’s damage output as well.

The design philosophy here is that no single enemy is supposed to be too hard to kill (except for bosses of course). Enemies are meant to be killed in large quantities, with the challenge not being in taking them down but in not receiving too much damage in the process. I think I will do another post detailing more about where we want to focus the challenge in MiniDoom2 and why I opted for including small ammo and stat collectible upgrades.

Anyway I noticed that I didn’t use grenades, the shotgun or the pistol after a while. Because these weapons were the first in the game I realized that they did have a lower power level, and I couldn’t change that without making the game easier. BUT I WANTED ALL WEAPONS TO BE EQUAL. So a solution was to include an upgrade for the weapon later in the game to raise their power to that of the other guns.

Super-Shotgun

The necessary double-barreled partner you need to go into hell. When you get this upgrade, the shotgun has become a lot mostly outclassed by the gauss canon and minigun. But then it gets elevated to god-tier. At the cost of a higher ammo consumption and reload time, a well-placed super-shotgun blast should dispose of most of hell’s minions in one shot. You’ll fall in love with the shotgun all over again.

Double the barrels, double the fun

Fragmentation Grenades

Grenades are very useful in the start of the game, but slowly become irrelevant. With plasma and gauss as better alternatives to aiming and rockets as a more devastating use of your ammo, halfway into the game grenades seemed to have been forgotten.

The fragmentation upgrade increased the damage area and makes each grenade fire a blast of 16 shrapnel fragments in a short radius. This weapon is very powerful against big enemies since they tend to catch much more of the shrapnel. The grenades become really useful against single powerful enemies rather than area weapons since there are better options for that (like the BFG), it’s a really nice switch in utility. And the shrapnel can bounce of walls too!

Those fat cacos are a good target

EMG Pistol

Its Doom2016’s Energy-Matter-Gel Pistol. This upgrade increases the size of the pistol projectiles a lot, making it easier to hit small enemies like lost souls. The damage is also increased enough to one-shot them. However you CAN NOT charge up the damage of the shot like in Doom2016, this mechanic would promote passive playing and reward waiting. I don’t think this would be a good addition to MiniDoom. It may have worked in Doom because they have other mechanics that encourage engaging enemies (like glory kills).

So right now the EMG is just a damage upgrade, I’m still thinking if it should add some extra utility to the pistol. Tell me what you guys think.

Feedback is welcome
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Weapon spotlight: Unmaker

You saw it coming. The last weapon is Doom64’s Unmaker! The Unmaker is a devastating precision-weapon that can deals massive damage in straight lines. It is perfect for taking out priority targets, even when they are in a crowd.

       

This weapon also has a long history in its development. As soon as we started planning the new weapons, we knew we wanted to implement the unmaker somehow.

If you played Doom64 you know the Unmaker is a rapid fire laser that pierces through enemies and can have a small spread.

Thinking about translating this into 2D I immediately thought about a hitscan(instant hit) laser gun, much like the metal slug laser, except it would go through enemies.

The apparently bright idea

Problem is, It was too good. The weapon was just too convenient, it was a super powered version of the minigun or plasma. It didn’t really do anything different, it just did it better.

So then I tried to balance that prototype, low damage didn’t feel like an ultimate weapon at all. High ammo consumption seemed like the best way, so you could only sustain the beam for a few precious seconds. But that also felt wrong somehow… It made the minigun obsolete and it also didn’t feel ULTIMATE enough…

Then I went for a more BFG approach: rare ammo, small charge time and a high payoff. And after balancing the weapon it felt right, one of my favorites.

It felt like an ultimate weapon. Rather than shooting it for a few seconds, it builds up for a second and then it shoots a massive blast in the direction you are aiming. It’s harder to master, but the payoff is also more satisfying.

Getting the timing right is key

The Unmaker fires a huge laser (as tall as you are) that deals massive damage to everything in front of you instantly. Afterwards if anything survives the initial blast it will also deal additional heavy damage to the first enemy in front of you. This means the Unmaker is great for killing tough priority targets like archviles, summoners or chosen hellspawn even when they are surrounded by lesser demons.

If the additional damage is triggered, a visual effect is displayed over the enemy

The Unmaker doesn’t have the massive radius of effect from the BFG but it shoots faster and it also consumes HALF THE AMMO. So you can be a lot more liberal with your Unmaker shots.

Crowds of enemies or a big fat one reduced to chunks in seconds

Annihilate everything in front of you or deal massive damage to one target. The Unmaker is the perfect weapon for a platform game, delivering instant death in straight lines.

See you soon space marines.

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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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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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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.