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Version 2.0 Changes

The new version is here! Many small changes have been made, I also didn’t want to make any huge change that would make the game feel different.

For anyone who played miniDoom before, I’m sorry to say there is no new levels or additional content 🙁

So the changes for this new patch follow 2 principles to hopefully make the game more fun and not lose its essence:

1- Kill faster

2- Players should never get stuck

For the first most weapons got a damage or attack speed buff. Also some enemies might have had their HP reduced. For the second all levels have received many small changes like additional platforms in frustrating sections, better tutorials and more signs and items pointing the way. Also cruel enemy placement reduced in easier difficulties.


The player can now shift the camera up or down, by standing still and crouching or aiming up. Camera returns to normal when moving. The time for the camera to start moving is short, and it starts moving slowly. I hope I landed it right and it never gets in the way of the player.

in orange: Area you couldn’t see before


-Rocket Launcher and grenades now use “Explosives” instead of just “Rockets”. This should clear the confusion of what ammo grenades use.

-Ammo color of Explosives is now dark Red. Souls ammo color is now white. Special ammo color is now bright yellow.

-Explosives now have new powerup sprites and upgrade sprites

-Rockets, grenades and frag grenades have new graphics

New sprites for the powerups, weapons and GUI !!!



Shotguns can deliver a lot of damage, but you have to land a good shot. I found out that many players had trouble doing that, sometimes because of the random nature of the bullet-spread. So I made the shotgun a lot more forgiving by increasing the amount of bullets and range. Landing a good shot should be way easier and landing a perfect shot will be very rewarding.

-All shotguns buffed (landing a full hit will now 1 shot a revenant with regular and 1 shot a caco with super)

-Attack range increased

-Number of bullets (damage) increased

-Stagger chance and duration increased


-Damage per bullet increased a bit to keep up with the shotgun (Still is by far the highest sustained damage weapon)

Rocket Launcher:

-Damage from projectile moved to first frames of explosion. The projectile itself does little damage now. Enemies in direct contact with the explosion as it detonates will take damage as if being hit by the rocket.

Grenades and frag grenades:

-Same change as Rocket Launcher.

-Frag shrapnel will not disappear when outside the camera.

-Frag Grenade damage reduced for shrapnel and increased for explosion and projectile (Damage slightly higher than before). This should give frag grenade damage more consistency.

Plasma Rifle

-Damage increased for both plasma rifles.

Gauss Cannon:

-Attack speed increased

-Deals 1.5 damage to shields (summoner and armored pinky). Many people selected this weapon to deal with Summoners so It seemed a good idea to make it a powerful option against shields.

Dark Claw:

-Increased damage a bit

-Added some background screens depicting its usage. I hope this will make it clear that the weapon is essentially a flame thrower.


Damage changed to have a big burst of damage as cube deploys, then steadily reduces damage for duration (total damage is slightly higher before). This will make cube more effective against mobile enemies.

BFG 9000:

Every new patch the BFG gets buffed! So let’s keep doing it:

-Damage from the projectile moved to inner zone of damage. The projectile itself now does negligible damage, all enemies really close to it will take much higher damage than before (like being directly hit).

-Average damage increased for all damage zones (Max damage not increased).

-Distance for all damage zones increased.

Hazmat suit:

-Duration increased

-Amount of hazmat suits in levels increased. (Or placement improved)


I found that many players started playing by default in “Ultra-Violence” since it’s what they play in Doom. I lowered the difficulty of “ultra-violence” to make it more similar to “bring it on” which is also easier now.

-Hey, not too rough (easy) Added plenty of aid platforms in hard platform sections.

-Bring it on! (normal) amount of enemies reduced on most levels. Added aid platforms in some really hard platform sections.

-Ultra Violence (hard) damage received reduced. Has the old normal amount of enemies

-Higher difficulties remain as insane as ever!

Example of terrain modification in the toxin refinery.



HP reduced a bit

Attack speed reduced

Projectile life time greatly reduced

Cyber-Mancubus acid pool duration reduced

Lost soul:

-HP will not increase before Nightmare difficulty


-Regular caco: HP reduced

-2016 caco: Fireball range reduced, HP reduced

Pain Elemental

-HP reduced

Icon of sin:

-Bonus damage taken from direct rocket hit increased

-Brain now closes immediately after taking damage from BFG


-HP reduced


-Blind jumps reduced by adding ledges, also camera moving should help with this.

-More and bigger signs added to point out where the path or keys are on Mars levels

-Added camera blockers to improve visibility during some fights

-Reduced the amount of “red vines” in levels with red vines

The in-game rocket jump tutorial you all deserved

Many levels:

-Changed places that where annoyingly difficult. Such as places with too many death pits, or sections with too many falling platforms and no solid ground. Seeing people play these sections made me think that this difficult terrain was just not fun to play through.  So many levels that had this kind of enemy or hazard placements have been changed to be more straightforward and less frustrating.

The mancubus blocking the path was not even dangerous, just tedious. Also this was supposed to be a secret section. It should be rewarding.


The blood murals now clearly state that blue bottles mark secrets. Twice. I hope this helps out finding secrets. Also many secrets now more clearly pointed out by bottles, blood or tutorials.

Secret Doors:

-All secret doors received a new graphic which makes them MUCH easier to find (Many players never realized secret doors where a thing). Also tweaked background graphics to make them more obvious.


-Placement of some secrets changed, spread more evenly through the level

-Tutorial for secrets improved (I hope)

-1 new room! (Only new content in the game)

Toxin Refinery:

-More hazmat suits

-Tutorial for rocket boosting added

-Removed possibility to obtain the gauss cannon early. It was not good for properly learning the use of this weapon

Hell Gate:

-New background screens make it clearer to escape rather than fight during final lockdown

-Now have to activate hell portal manually before ending the level

-Rocket jump tutorial is now animated and demonstrates how to perform jump clearly

-Added plenty of ledges in places with many pits


Boxes will now shake when hit to demonstrate they receive damage


Some bugs fixed, among the most notable:

-Tower of babel final boss fight crash fixed

-Pandemonium falling through the floor bug fixed

-Possible crash when killing an enemy that teleported in the same frame it spawned fixed

-Sounds not returning to normal from low bit mode when finishing The Abyss fixed

-Possible error when spawning the floor in the 3rd stage of the Icon of Sin fixed


Thats all for now. Happy demon slaying!

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Secret hunting in miniDoom2

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

Happy hunting.

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MiniDoom2 gets a full Soundtrack

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.

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Level Design

Turns out making levels is pretty hard. Specially figuring out whats gonna work. So whats the design process like over here? Well let me give you a brief tour:

When designing a level first we decide on an overall theme for that level, also which new weapons or mechanics need to be introduced there. Next think about which enemies will fit that level and will go well with the new weapons.

To keep the game fresh each level has some unique hazards or obstacles (like the jump pads from Doom2016), or a unique layout (like a vertical descending level for example). I’m not gonna go into each one of them; don’t want to spoil the game.

A shitty sketch photographed with a shitty camera

Next is to roughly sketch the level in paper. Its good for visualizing the whole route. Here it gets tricky since its hard to come up with something new (or at least different) for every room in the game.

Thats the room editor

Then its translating the sketches into the game editor, and everything usually changes a lot! When a room is done, a quick play to check for errors. I don’t usually place textures or graphics in a level before testing since changing the terrain would mean repainting everything all over again, and we don’t have the time for that. A pity since graphics change the experience and tests become less reliable.

Not the room editor; its a composition for the artists to get the layout of the level

And that’s how we do things, pretty standard I suppose. But that’s what we have been doing right now; finishing what’s missing in the last few levels, and revisiting the old ones. See you next time.

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New movement Mechanics

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.


See you soon space marines!