The barons are back! And this time they are not a boss, but they aren’t just any regular enemy either. Barons are really strong; they have a large health pool and a lot of damage. They also have a new kit of abilities, with a powerful melee slash, a large homing fireball and of course TELEPORTING!
First of all the barons received a visual overhaul too! They have new sprites and animation frames, new effects for their fireballs and melee attack.
The baron of hell is all about keeping the player moving. Previously barons would just try to teleport on top of you which created fireballs, then they would shoot MORE fireballs at you. It was ok-ish to keep you running, but the player could just stay there and tank the projectiles.
Baron-punch! Now in glorious slo-mo
This time we are taking a different approach. The baron’s fireballs are significantly slower and will only chase you for a short while, they deal good damage though. The barons strength now lies in its melee attacks, because of that its movement speed is also slightly increased.
When the baron teleports near you he won’t spawn fireballs, but if you stay near he will strike at you with a fiery slash that deals heavy damage and has quite a knockback.
They are less dangerous at a distance
To deal with a baron of hell keep moving and attack when the baron teleports and is vulnerable. Just keep moving but be careful where you run because they will never stop trying to teleport and get you cornered.
I said don’t get cornered!
If you played minidoom1 and see a baron of hell with the chosen fire crown, you’ll probably get some flashbacks with the amount of health they can have.
Barons can’t jump, so luring them to a fall is also a good strat
Barons of hell will be teleporting on your face pretty soon. See you then space marines.
There are a couple of new moves in MiniDoom2 besides the grenades and quick weapon swap.
When play-testing the first corridors of MiniDoom1 I was immediately bummed out because there was almost no way to avoid straight enemy fire. In my opinion a crouch mechanic was vital; it gave the player a defensive option besides jumping. I liked it.
Crouching makes you invulnerable from most ranged attacks. But it removes your ability to move, so you become more vulnerable to enemies like pinkys. It’s a cool trade-off I think.
But then crouching became useless when the enemies where not directly in front of you. Which was way too often. This and the addition of new enemies with new ways of attacking (such as the arch-vile) demanded the addition of a more reliable way of defense.
So, dodging! You can set a key to hold and dodge with the directional keys, or you can set two keys to dodge, one in each direction. I prefer the first option for keyboards and second for game pad.
Dodging will make you invulnerable for a short burst. If you are bold you can make some great plays.
Also coming: A much needed Double jump
Yes, the double jump will allow you to make longer jumps.
But its most important feature is that it will give you much more control over your jumping.
Jumping over enemies and shooting them down is more viable than ever! (If you saw the teaser then you know that’s my favorite strategy hehe)
This and maybe there are other inventive ways to move using whats at hand.