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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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The smaller things

Let’s not forget about the lesser enemies. They might be small but they received big changes.

Lost Soul

Let’s face it; lost souls in miniDoom1 were overpowered as fuck. They could charge into you then just continue to damage until you moved or somehow killed them while they were inside your hitbox. It was pretty bad (also in version 1.0 they used to do double damage).

Now with bouncy action

So now the super needed change: Lost souls now bounce off you. Once they charge you or you run into them, lost souls will be pushed back. A small change but it makes a huge difference!

Lost souls 2016

It’s a new brand of lost soul from D2016. The main difference is that contact with them will make the lost soul explode. The explosion is not too damaging but the pushback effect can be really dangerous, especially since they tend to hang around cliffs. Killing the lost soul will not produce an explosion, just some harmless sparks.

Mini Arachnotron

Well this is one enemy that we changed completely. I posted some sketches of this enemy last year and ever since I really liked the concept. I went for it because the alternative was just not different enough from the heavy-weapons-dude or mancubus. I thought this would be better for gameplay diversity. It crawls around walls and ceilings (like the Metroid guys) but it also shoots plasma at you if you cross its line of sight.

This is the only incarnation of the arachnotron in the game, but if we ever release more content for the game, I would like to do a proper sized one based on the Doom64 arachnotron.

Got a soft spot for this fellas, still gotta murder them
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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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Imps, imps, imps

You want imps? We have that. We got more imps!

Working on the later hell levels I realized we needed a new flag enemy, someone to welcome you to hell with open claws. And that enemy had to be a good ol’ imp.

Doom3 underrepresented? we demand diversity!

This one is based on Doom3’s imp (lets show poor Doom3 some love). And it is not just a dumb roamer, it will chase you, jump obstacles and cliffs shoot and slash at you.

These imps are quite agile and can jump far.

They can shoot fireballs but prefer to get close and use their claws on you.

Just a few more enemies till we are done showing them all. See you soon!

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Killing Rooms & Chosen Hell Spawn

Hello! Here are a couple of incoming new mechanics that make the levels in the game way more interesting.

Chosen Hell Spawn

Sometimes you will encounter specially powerful demons. Hell’s chosen champions. They are differentiated by having a burning crown on top of them.

A juiced up imp

These bastards have more than double the HP of a normal enemy of the same type. But that’s not all. Most chosen hellspawn behave differently from regular ones, they may attack more often or be faster, or even attack in completely different ways.

Most of the times these guys serve as mini-bosses in killing rooms.

Killing Rooms

There are several rooms throughout the game that will lock down when entering or performing an action. Triggering these will spawn waves of demons which will have to be killed before being able to escape.


I do like that cheesy line

These rooms are carefully crafted encounters that will put your murdering skills to the test. Dodging enemy attacks while attacking, navigating confined spaces and managing your ammo and items will be key to survive these gauntlets.

All levels end in a brutal encounter before exiting, and most levels have several of these fights. So be ready, running away is no longer always an option.

A sample of killrooms in some of the actual levels (not actual game music haha)

See you next time and prepare to die space marines!

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New Guys

We got familiar faces coming back, and it’s the shotgun-guy, and the heavy-weapon-dude.

The shotgun guy switches up the game a bit; you can’t avoid his shotgun blasts by crouching. The bullets however are slow, so you have time to jump over them or use a dodge. These guys can punish you if you get too used to crouching.

The heavy-weapon-dude AKA chaingunner is also a ranged roamer who will fire a stream of fast bullets in your direction.

The burst of 4 bullets is hard to avoid by jumping or running, crouching is a safer option. However crouching and waiting for all the bullets will leave you pinned down for a few seconds, which can be critical during an encounter. Chaingunners are also sturdier and can take a shotgun blast to the face.

The combination of these different zombified soldiers will keep you on your toes in the battlefield. So stay alert and see you soon.

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Weapon Selection Design

After A LOT of testing and arguing we are finally happy with the weapon selection in minidoom2. It was really hard to fit the things we wanted into the game, and make it fun and intuitive to play. Here’s how the process went:

Stage 1: We are making minidoom2!!! I want to make MORE WEAPONS

When we started this I wanted more guns. We had 6 and I wanted to double that. I figured that each weapon would have an alternate weapon, and that would be awesome. Like chainsaw was the alt for the pistol, and the SUPER SHOTGUN for the shotgun. It worked in theory.

Turns out that wheel controls like crap, not intuitive at all. Trying to select a diagonal twice to switch a weapon was just all kinds of wrong…

Stage 2: Denial and the weapon matrix-grid-tron

So I analyzed why it didn’t work. Seems it’s only intuitive to use 4 directions in a keyboard. So then I made another system based on 4 directions, arranging bullet weapons on the right, energy on the bottom, explosive left and no-ammo top. So you press a direction to select a basic weapon then another one to select another less basic weapon. It worked in theory, and it could hold all 12 guns.

Unsurprisingly it worked like crap. In keyboards it was ok-ish. But in gamepad it didn’t work AT ALL. People testing it were just confused at all that huge grid of weapons and how to select them… The conclusion was unescapable… painful CUTS were needed.

Stage 3: Balancing Vision and Gameplay

This is the hard part. As a developer there are many things you want to put in the game. And much of it will not work and clutter the gameplay. 4 directions plus 4 diagonals were easy to use and understand. So we had to reduce the amount of guns to 8. (good bye super shotgun…)

But then I found a middle point. By making the ultimate weapons (BFG) stronger and more limited with their own ammo, it also made sense for them to be harder to select. So you wouldn’t pick them by accident. So then I added two additional slots, left and right had to be inputted twice to select them. It wasn’t comfortable, and it worked perfectly!

So you could say that Minidoom2 has 8 core weapons and 2 more for rare occasions. But you’d be WRONG!!

Whats this?? Yup, I found a way to keep the Super Shotgun in the game! The Super Shotgun is not a separate weapon now, it is an upgrade to the regular shotgun. I realized that once I got it, I never used the regular shotgun anyway. So it works! (there is still a menu option to switch back, don’t worry)

This is all taking more time than expected, but we are learning to deliver a good experience in a game. See you soon space marines

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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.

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Different Pinky Races

Of course the beloved pinky demon is back in minidoom 2 (with a small AI improvement). But we also have different kinds of pinkys coming from the other Doom games!

Pinkys are more dangerous now because they will knock you back if they hit you. Other than that they are pretty much the same, you also have more options to kill or dodge them. The chainsaw being specially useful if you manage to isolate one of them.

Specters are also coming back from doom1 with a skin overhaul. These sneaky bastards will be invisible when too far away, except for their eyes. I saw this effect used in brutal doom, and thought it was a brilliant take of the specter so I implemented it here!

Lastly from Doom2016 we have the Armored Pinky. These guys are slower but can perform a charge; they are also really though to kill from the front. They have a barrier that eats bullets (testing showed a visualization was needed).

But if you can avoid their deadly charge then you can hit their exposed back. Or just use splash damage and fry them.

All these pinky variations and more coming soon guys!