Loved it! Full of charm and surprisingly polished! Only thing I would say is that aiming seems to be a little janky due to the variance in performance. Probably just needs the mouse control speed multiplied by Time.deltaTime to fix so that the speed isn't dependent on FPS. Other than that, great game!
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I'm glad you liked my game!
Thank you for your feedback!
Hmmm I'm using Time.deltaTime in my player rotation code... maybe it's something else that's causing the janky controls.
Did you try the downloadable version? The web version usually has more hiccups than the standalone one, so you should have a smoother experience with the latter one.
Once again, thank you for leaving feedback!
I discovered this game from the comment you left, it's really good, I really like the level design, I would totally think those were real doom levels! The secrets are cool, Koko Caine says hi!
The only "problem" that I encountered is that in the second level, in the garden area I fell down to the death river and it took a while to die, maybe you could make that an instadeath or maybe even better, have a way out of the river to the starting area of the garden.
I think that's the only thing I would change, the Korone voice clips are top and the weapons are very funny, I'll add this to my faves and check for new updates once in a while!
I hope you keep making games! Cheers!
Thank you for trying out my game! I'm glad you enjoyed it!
Oh, there is a way out of the river if you fall.
You can use a moving wall that lowers if you press Spacebar near it. It will take you back to the starting side of the garden. I think I colored it differently from the rest of the walls down there, so it should be easy to spot.
Thanks for the feedback!
By the way, where was the music sourced from? Did you have it custom-made, or was it from royalty-free sources? I'm honestly quite curious, as some of the music is pretty interesting.
The music source is listed in the game credits. It's from a japanese website called Dova-Syndrome.
Many streamers use their tracks for livestreams as well.
Los cuadros me dan lag y se me bugueo en el segundo nivel el juego XD
Hola! Estas jugando la versión Web o la descargable?
Recomiendo la descargable para que tengas una mejor experiencia.
I can't play because every time I play the face pops up
Nicely put together game.
Played the browser version and it works perfectly.
I found walking up the stairs and sometimes looking around to be a little odd but other than that I enjoyed the game very much. :)
Thank you for your feedback!
I'm glad you enjoyed the game!
If you can, please try the downloadable version, since it has better performance and may provide a better game experience! :)
i cant play it much on a piece of garbage but it cant run a slide show if it has more than 15 slides so it somewhat runs on it still so its amazingly smooth for its gfx and i love doom
Thank you for playing! Great to know the game runs on your device!
no thank you for making a doom re make way to bring out the classics even tho for me im growing up still at 13 so my classics ar elike gta 5
plas it runs insanely well on this like really really well it only lags a little to make it nearly unplayable but almost any other game is unplayable on this device even a old samsung could probly run this smothly
The quality of this game for what it's supposed to be is astoundingly high and brought me a lot of joy and many laughs. As such, I shall give it the highest honor I can bestow upon and say, it will truly go down as ONE OF the games I have played this year, It was wonderful.
Thank you very much for the honor!
I'm glad you enjoyed my game! :)
I have now played a bit of every difficulty, and one of my only complaints is that it feels like there is a little less ammo than there should be in the harder modes as the enemies start to get really damage spongy, and sometimes pushing boxes can get tedious in a hurry, but overall I still love this game and I can see myself returning to this game every once in a while to speedrun in the future. Something about this game has a really nostalgic vibe, and I don't mean because of the Doom aesthetic. The lighting and overall theme of the game is very liminal and reminiscent of some other games I have played before, so bonus points for that. I would also be overjoyed if a Doog 2/Doog Eternal is ever made.
Not half bad, though it's a bit janky and I do have some core issues. Overall I think it was pretty cool (and the fact you've made a fully functional DOOM-style FPS from the ground up is remarkable, though I suspect that with some of the built-in features it actually internally might more resemble the more advanced Build Engine(Duke3D) or even Quake in some regards), but I want to detail all my criticisms to help give the opportunity to refine this into the best version of itself.
I've been playing DOOM for a long time and there's a few features of the engine I take for granted that I seriously miss. Namely... saving/loading and automap. If I could ask for anything it would be those. I've grown used to using the automap as an aid in navigation and especially finding secrets in unfamiliar WADs, and being forced to pistol-restart a level after dying is something I'm not a fan of as just about every DOOM source port will automatically reload your most recently made save when you die (and IIRC, they also autosave by default). I can understand how automap might be trickier to code in because it looks like you're using full 3D for level geometry, instead of DOOM's sector-based level format that made the automap easy to auto-generate.
Other things are that I've noticed (bugs and things I'd have implemented if it were me, but are certainly not hills I'm ready to die on): Backpacks stack -- getting both the backpack in the last and second-to-last levels will make your ammo capacity 4x normal. Also, while the fully animated status bar face is pretty cool, I can't help but think it should update as she takes damage as well (maybe making her look like a sad doggo when she's low on health). I've also noticed the aim assist seems to be weaker than in DOOM, not that it really bothers me so much to need better manual aim. Though it probably makes controller play that much harder.
Moreover, the keybinding system could use a little work, since not all controls can be rebound. And you can't rebind the "up arrow to shoot" key, so me being the weird guy that likes to use arrows to move in my DOOM instead of WASD... means I can't use my preferred control scheme without constantly wasting ammo... and the fact you can't rebind controls while paused ingame is a bit of a weakness here.
I also have a bit of a problem with how enemy AI, if a door closes between you and them, will always instantly chuck a projectile at you the moment they see you after a door opens. Those can be hard if not impossible to dodge especially if they're close to the door when opening it. Double especially given you usually can't open doors at an angle that will let you take cover off to the side IIRC.
Also off topic, but the music for the final level kinda gives me Painkiller vibes, lol.
Thank you for your detailed feedback! I really appreciate it!
There are some points you mention that I also considered including, but for simplicity reasons decided not to, since my initial goal was to make the most basic DOOM clone in about 2-3 weeks. (Yeah, I was waaaaay to optimistic with that timeline, but I had no point of reference since this is my first game lol)
Automap: Looked into it and I figured it would not be worth it, since my game levels are relatively small (and one of them has 2 floors that overlap... so a top-down map would be confusing)
Save/Load: Since the game is short, the levels are small and the player can get almost all weapons back after dying, I figured it was unnecessary to implement this system.
Backpacks: I found out about this bug after some playtests, but found it funny that Korone could carry that much ammo (Rambo style!) so I left it there lol.
Animated face: It's an image sequence I captured from one of her streams. Making it update to a sad version would require a lot of time to search through hours and hours of Korone's streams for an appropriate moment and also would make the game filesize larger, which is something I've been trying to avoid. So I figured the minimum viable option was to only include a normal and a dead state.
Aim assist: There is only a simple vertical position check at fixed angles for hitting targets. That was the simplest approach I could find to meet my goal of fast development. Gamepad support was added later only as a learning exercise.
Keybinds: Yup, I know it's weak and with time I've learned there are better ways to implement it, but currently I don't feel like investing additional time to change it.
Enemy insta fire: Yup, I noticed it too. You can stand at the edge of the door to open, but it's tricky. I tried adding a small delay to the enemy attack, but it wasn't very effective I guess. :/
Once again, thank you very much for your feedback! It motivates me to keep moving forward in my gamedev journey!
Hiya I gave this game a go and I like it....I don't even play FPS like this that often but I love this style and wanted to give it a go. I did a video trying it out, I'm not the best but I wanted to see how far I can go
Great work and love the UI and themes
Thank you for playing!
I'm glad you enjoyed the game and thank you for making a video! :D
this is the most wholesome version of doom ever
and i haven't even started playing yet
bro acabo de conseguir el numero 1 en todas las dificultades :D
Por cierto, muy buen juego. Increiblemente adictivo y nunca aburre, todo el juego es muy divertido y llamativo. Tu potencial para hacer juegos es brutal, seguro en el futuro podras hacer mucho más. Mucha suerte en tus futuros proyectos. ❤❤❤
Wow, que dedicación!
Muchas gracias por el mensaje, realmente me motiva a seguir trabajando en mis proyectos!
its sooo cute
funny theme. mouselook issue when framerate drops (when watching big room), mouseXspeed to camera rotation ratio incorrect. other than that, great job.
Thank you for your feedback.
Indeed the camera rotation is a bit jumpy due to framerate. If you played on the web version, give the downloadable version a try as it reduces some of that performance issue.
Also, you can adjust the rotation speed in the game if you feel it's too slow/fast.
Thank you again for playing! :)
dude I want to try your game so bad but for some reasons I can't move, nor shoot... also the settings get really buggy when I go to the key bindings settings, like the texts overlaps with eachother... If you know how to help me pls tell me
things I tried: run as admin, change resolution, switch between fullscreen/windowed, delete and download again. I am not a technician and I don't know anything more then that, so let me know if there's something I am missing (also, I logged in)
Does the web version work OK for you?
Also, could share what kind of computer you're running the game on? Is it Windows 10?
The overlapping texts problem should be fixed in the version I just uploaded (v1.01). It only affected the downloadable version.
Please try downloading version 1.02 and let me know if movement works properly now. Thank you!
I have this exact same problem. I really want to play this game. Hopefully it gets fixed
Also, the web version doesn't work either, it just gets stuck on the first loading screen.
Thank you for your feedback.
Are you on Windows 10? Do you have a gamepad connected? Did you try the downloadable version 1.01 I just uploaded today?
For the web version, I recommend using Firefox or Chrome. Which one you are using?
I'm on windows 10, using keyboard and mouse and chrome. I just tried the newest version and still can't move. The overlapping text I was getting before does seem fixed though.
Puedes hacer mas juegos de hololive :D?
Good stuff buddy looking forward to seeing you make more stuff!
can you please make this game controller compatible. i would love to play this game on my controller. keep up the good work!!!
Thank you for your comment!
I think FPS games play better on keyboard+mouse, but I guess having more control options doesn't hurt.
I'll look into adding controller compatibility, but can't promise anything.
alright then. hope your having a good day!
YAY I JUST CAME BACK TO THIS GAME AND MY CONTROLLER HAS BEEN ADDED THANKS :D
Have fun! :D
i noticed its only for xbox so i had to get my xbox controller i was going to use my ps4 controller but its alright :D
I only have a PC controller, so that's the only thing I could use to test.
I was hoping it would work with any controller, but from your comment I guess it doesn't work with PS controllers after all. :(
HEY MR.EPIC I HAVE A QUESTION. CAN YOU ADD A SECRET IN THE GAME ABOUT ME :D
tienes pensado seguir actualizando el juego? es que me encantó!
Por el momento solo pequeñas mejoras. Estoy trabajando en agregar paginación a la tabla de posiciones, para que no esté limitada solo a las primeras 10 de cada categoría.
Gracias por jugar! :D
how i open the first door?
Spacebar to interact with buttons and open doors.
You can't open the small door at the start of each level, since it's the door you entered from.
This game is one of the cutest Hololive Fangames I ever played. I have nothing to complain, I had a lot of fun playing the game, typing some keywords was also really something. I'll continue to play this game until I beat the overall game
Thank you so much for your comment and the video you made!
As a suggestion, try using the run key for climbing stairs and pushing boxes. It also helps 'jump' small gaps. ;)
Also, not sure if you were playing on the browser, but the downloadable version (Windows/Linux) is better performance and graphics wise. Give it a try if you haven't yet! :)
I actually downloaded the game, Also, thank you for the tip. I'm planning to record my run until I win the game. Actually, the reason that the quality seems so bad is probably because the output of the video seems bad. Anyways, thank you for making this game
The game is awesome (─‿‿─)♡ only problem is the mouse sensitivity though
You can adjust the sensitivity in the menu if it's too fast or slow for you. Or are you telling me that it's not good enough even after you adjusted it?
Yes. It is at the same speed even if I do adjust it. I am not playing the downloadable version of the game so maybe this is the cause of the problem.
That's weird. It works fine for me.
Do you feel it's turning too fast or too slow?
Are you adjusting the sensitivity opening the menu while you're playing a level (with the tab key) or from the main menu?
Also, I would suggest you try the downloadable version as it's better performing and provides a smoother play experience. :)
Thank you so much for the feedback!
how could you do this to such a good game DOOM and Anime do to go together but the trailer looks good so i'll give it a shot.
hug and complement until it is done
Please add support for Linux. Unity should have an option for exporting game to other platforms such as GNU/Linux. If you need a tester, contact me.
Alright, I'll give it a shot!
Linux version uploaded! I hope it works, as I have no way to test it on my side. :P
Thanks, I will test it and report back if there are any bugs.
Sadly the linux version has a problem, the room in the beginning is completely dark. I can only see the items but the entire room is dark.
Oh, that's a bummer. Could you post a screenshot of that so I can take a guess at what could be the problem? Thank you.
Here is the video recorded by me:Aside from the black surroundings, the game works fine. Ignore the audio and the video speed it is my pc's problem. I use nvidia GT 730 and Intel Dual Core on Debian GNU/Linux.
That was a lot of fun! I didn't play DOOM back when it was the new game, but this game shows me I missed out on quite a bit.
I beat my first run in 40 minutes. Overall, this is a great game that was clearly made with lots of love towards DOOM and Hololive.
Thank you for playing!
I'm glad you enjoyed playing my game. Did you try the easter eggs? XD
It was a ton of fun and really nostalgic in the DOOM feel. I played the v0.96 version. I think if two things could be improved about the game it would be to change the collision on the stairs from being stairs to being a ramp. I got caught up on stairs once or twice, but in general I think it would feel smoother if each step didn't feel like dragging feet. The other thing is that having overlapping Korone voice clips sounds a bit strange when it happens so maybe have the sound interrupted rather than playing both.
Again it was a super fun experience, and I appreciate the hard work and love that brought this to life!
Thank you very much for your feedback, I really appreciate it! I'm glad you enjoyed the game!
Thank you for making a downloadable version!
Just wanted to report that the camera turns faster on ultra vs very low, even if all the other settings are the same. It also feels like Korone falls a bit faster on very low compared to ultra but I might be imagining that one.
Hey! Thank you for the feedback!
Hmm.. why would anyone go lower than ultra anyway? The game doesn't require a lot of resources to run as far as I can tell.
I mean, it ran fine on a 10 year old, first generation Core i5 computer where I tested it. XD
I wanted to find glitches that rely on high FPS and might be used to skip parts of the game. However the first thing I noticed was the lower camera speed. I also couldn't skip the box puzzle on very low anymore which led me to believe that the fall speed is higher.
Are there any plans for a GZDoom version?
Hello! Thank you for your comment!
Well, my game includes quite a lot of stuff that doesn't translate well into WADs so I guess the answer is no.
this is certainly interesting
Great game! Will you be making a downloadable version anytime soon?
Thank you! I am currently working on a Windows downloadable version that will have better performance than the WebGL version. I hope to have it ready in the following couple of weeks.
this is a very, very nice game. the voices, audio, gameplay are good. i hope you can make more games like this! :3
thanks for making this wonderful game
Cute game! Got 6:51 on easy any% and I've got some feedback.
First, switches are kinda picky. You can't seem to press them from an angle (either that or you need to be super close to them for it to register). It's tough when you're trying to go fast and they don't want to cooperate. (Edit: They're also a lot smaller than the usual DOOM switches, that's probably the biggest factor.)
Second, I think an autorun option could be cool. My pinky could use a break, ha.
Third, whenever the game has a lag spike, the camera sensitivity shoots through the roof. Even the slightest turn during one of these is enough to turn you around completely.
I'll keep an eye on the leaderboards! A little friendly competition is always fun. Keep up the good work!
Thank you so much for the feedback! That's a wicked fast time!
I'll look into making switches larger and see if I can improve the interaction angle/range.
Autorun? Hmm... maybe I can add an option to switch the run button behavior: keep pressed to run or one touch on/off.
About the lag spikes... yeah it's a big problem that I still can't figure out how to solve. I'll have to keep tinkering with stuff to see if I can make the game run smoother. Also, I hope when I build it into a stand-alone distribution the spikes will decrease or stop.
Good game! The only problems i have with it is the lack of mouse sensitivity slider and sometimes bad performance (could be a fault of my crap by tho), also the updates are a nice addition to the game
I'm glad you like the game!
The slider you're looking for is this one:
I thought it only changed speed of arrow turning lol, my bad
When I played the game to check the slider, i noticed a weird thing with it. When you set the slider to a certain value and then go into the game, when you press esc the slider will stil be in the default position.
This is a pretty fun experience! I can really see the dedication to the korone and hololive itself. The small korone at the bottom was a nice addition to the doom style!
Thenk you for recording yourself playing!
I see you had some big brain moment there with the boxes!
I'll end up fingerless