jcporcel Posted May 14, 2016 Hello! Maybe not NES, but retro. I was making a sort of parody platformer game based on DOOM 1 and I found so much info and textures here on doomworld that I thought I would post the results back here. Also the download link if you have 15 minutes to play since that is probably what it takes to play through it! Here are some of the GIFs I made for the game: Here are some screenshots of the actual game: Salutations everyone! 0 Share this post Link to post
Joshua Schäferhund Posted May 14, 2016 I really like how this looks, reminds me a bit of Duke Nukem II. 0 Share this post Link to post
HavoX Posted May 16, 2016 No, it really isn't. And the appearance of some of the enemy sprites appear to be off. 0 Share this post Link to post
Coopersville Posted May 18, 2016 80s Capcom arcade style, even better. 0 Share this post Link to post
Phml Posted May 20, 2016 Couldn't get to the end because I'm bad at video games, but I liked it. Those jumping pinkies... 0 Share this post Link to post
Tracer Posted September 29, 2016 Will it work on mobile devices? This looks great. 0 Share this post Link to post
Koros Posted September 29, 2016 Wow, im glad I stumbled across this thread. Nice looking stuff. Going to give this a go soon! 0 Share this post Link to post
SuperCupcakeTactics Posted October 1, 2016 Really awesome and cute sprites! Really cool game too. I didn't make it to the end but I'll try to list some things that I think could be added in the next version. When aiming upwards, Doomguy stops moving and this becomes a more noticeable problem when trying to shoot imps from above because you stop in place when you do and take a few hits because of it. I guess if you want some references for 2d shooty control I guess SNK's Metal Slug could work. Adding firing and pumping animation to the shotgun to have a better idea of how long the weapons cooldown is before firing again. Firing animations on all guns would be nice too I guess :u The plasma gun's homing arc can waste shots when firing at an enemy straight ahead but wants to hit something above it, but out of its range possibly because the homing doesn't start until a few feet into the projectile's airtime. More room for dodging pinkies, since when they jump up they get in a few feet from the start of the platform so more room to move around in would be nice. Or just maybe also the biting attack animation to give time to move away from their chomping range instead of just being hurt upon contact. In the refinery level there's a platform to get up from the large acid pit but it doesn't help completely since you have to get back into the acid to jump to the next platform directly since jumping from the first platform makes you bonk your head into the one solid one above it. Not sure if you know which one I'm talking about :y. I feel that jumping could use more "air time" if that makes sense. It feels a bit too loose and light if those are the words. Not sure if any of that helps but I hope it does. Again, nice game ^.^ 0 Share this post Link to post
Fonze Posted October 2, 2016 Lol those sprites are hilarious; will have to give this a closer look later. 0 Share this post Link to post
MrGlide Posted October 2, 2016 This looks really neat, I advise downloading it quickly just in case. 0 Share this post Link to post
Quagsire Posted October 7, 2016 I love this way too much. I hope there are more great things to come! 0 Share this post Link to post