Oi, por cierto, ¿Hay alguna manera de recuperar una cuenta en el juego? es que se me olvidó la contraseña y nose holaXD (soy el que se llama cagofuego en las leaderboards)
No hay manera de recuperar contraseñas (por eso dice 'no olvidar' cuando creas una cuenta). No incluí ese sistema porque usualmente se necesita algún método para enviar correos electrónicos o mensajes al teléfono del usuario y eso salía del alcance del proyecto.
Hey ive played this game before on windows and wondering if theres ever gonna be a macos version for people that have macs my friends intrestied in trying the game :D thanks for creating a cool game
Yeah, the mobile controls could use some improvement. The game was originally thought for desktop. The mobile port was just an experiment for me to see if I could make it run on a phone, as it was my first attempt at doing so.
If you're gonna play it on a laptop, maybe just grab the Windows/Linux versions? (sorry, no Mac version)
Great Classic DooM style game featuring one of my fave Vtubers! I'm a HUGE classic DooM fan so this was right up my ally! If I had to give it any constructive criticism it would be:
1) it really needs a "always-run" toggle button
2) movement up stairs feels weird and slow
3) a BFG9000 style gun and a chainsaw (Korone loves those 2 weapons)
4) lots more Korone dialog
overall really really love it! great work!
P.S im glad the classic cheats "IDDQD = god mode" and "IDKFA = all items" work that was a fun touch!
Thank you very much for playing and leaving detailed feedback!
About your points:
1) Running can be changed from keep pressed to run to toggle run in the controls settings menu.
2) Yes it does. Running while going up the stairs is the way to go.
3) To be honest, I wanted to keep my game as simple as possible, while retaining the basic DooM style. I love the BFG, but for the scope of my game I considered it was too much and the available weapons were enough. Instead of a chainsaw you get a katana (if you use the appropriate Hololive member cheatcode) as the alternate melee weapon.
4) It took me waaaay too much time to find, capture and cleanup the little bits of sound you get from all the Hololive members that have an easter egg in the game. Adding more would've extended my dev time more than I wanted to. Especially since DOOG is the first game of this complexity that I ever made. (And my third or fourth game overall if I count the little tutorials I followed to learn Unity lol)
I'm really glad you used the classic cheats! Those were one of the first things I knew I HAD to put in my game. XD
Man, this game is very very good. I played this many times and every time i liked so much!!!! I did a video that i found all the secret places! The secret stage is so awesome xD
Fun cute game. Popped up in my video feed randomly. Do you mind if I make a video on youtube and a post on reddit. Im not big I just thought it would be fun to share.
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!
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.
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.
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.
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. :) Yubi/10
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
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.
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
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The best fan made game i've ever seen.
Thank you! I'm glad you enjoyed it! :)
ive made a return again dev and it seems you made a mobile version i didnt try it but ill give feedback when i d
Oi, por cierto, ¿Hay alguna manera de recuperar una cuenta en el juego? es que se me olvidó la contraseña y nose holaXD (soy el que se llama cagofuego en las leaderboards)
Hola.
Sí te reconocí del leaderboard.
No hay manera de recuperar contraseñas (por eso dice 'no olvidar' cuando creas una cuenta). No incluí ese sistema porque usualmente se necesita algún método para enviar correos electrónicos o mensajes al teléfono del usuario y eso salía del alcance del proyecto.
Bueno, será nomas entonces :(
Igual, mala mía de no haberme percatado de ese mensaje antes, de todas maneras ya me hice otra cuenta XD
Aún no me puedo creer que este juego ya tenga más de un año... como vuela el tiempo xD
Ni me digas jajaja.
Claramente Kronii vuela. XD
parece bom, is a good game i was test him
Very Cute! I love these kinds of Games
Hey ive played this game before on windows and wondering if theres ever gonna be a macos version for people that have macs my friends intrestied in trying the game :D thanks for creating a cool game
Hello! Thank you for playing my game!
The problem with mac is that I don't have one, so I cannot test and fix any potential bugs in that platform.
And... it would be bad if I publish an untested version and it turns out to be full of bugs. :(
You can tell your mac user friends to try out the web version, which should work on any browser that supports WebGL apps.
Do you mind if i try porting it then and then showing you the port?
I appreciate your offer, but please refrain from doing that. Thank you.
However, I promise if I ever get my hands on a mac, I'll make a mac build of DOOG.
Thank you for being kind and professnial have a good halloween
Just played it on my laptop, and it's way better than the mobile version in terms of controls.
Some of the enemies and weapons completely surprised me with how they look xD
It really is great, looks like I have a Doom replacement for now.
I'm glad you liked it! XD
This caught my eye while I was scrolling through with the 'Android, Free' tags.
The idea is great, not gonna lie, but I'll have to run it on my laptop since the mobile controls make it difficult to play with their sensitivity.
Thank you for playing my game!
Yeah, the mobile controls could use some improvement. The game was originally thought for desktop. The mobile port was just an experiment for me to see if I could make it run on a phone, as it was my first attempt at doing so.
If you're gonna play it on a laptop, maybe just grab the Windows/Linux versions? (sorry, no Mac version)
I finally caught a Korone stream. She spent 2 hours trying to beat a potato and fell asleep on stream. Great entertainer she is
I love this game, but can you add control customization for android?
(And plz add camera control type so i can play like other fps, because i can't play with that type of ccamera)
Thank you for playing!
The android version was just an experiment and I don't have plans to add more features to it.
I don't understand what you mean by camera control type. Can you provide more details or an example for me to understand? Thank you!
Camera Control type i mean is like the different control of the camera, the first one is normal one and swap(it swapping the turn camera and strafe)
(This picture maybe will help you to understand what am i saying)
Ah I see.
Hmm... I'll see if I can squeeze that feature in the mobile version. No promises though, since I'm currently focused on new projects.
i love you
What did i get myself into
Nice DOOG
Thank you! :D
its a very well made game and i like the songs that you put in the game
thanks for creating this game :D
Thank you for playing! I'm glad you liked it! :D
Great Classic DooM style game featuring one of my fave Vtubers! I'm a HUGE classic DooM fan so this was right up my ally! If I had to give it any constructive criticism it would be:
1) it really needs a "always-run" toggle button
2) movement up stairs feels weird and slow
3) a BFG9000 style gun and a chainsaw (Korone loves those 2 weapons)
4) lots more Korone dialog
overall really really love it! great work!
P.S im glad the classic cheats "IDDQD = god mode" and "IDKFA = all items" work that was a fun touch!
Thank you very much for playing and leaving detailed feedback!
About your points:
1) Running can be changed from keep pressed to run to toggle run in the controls settings menu.
2) Yes it does. Running while going up the stairs is the way to go.
3) To be honest, I wanted to keep my game as simple as possible, while retaining the basic DooM style. I love the BFG, but for the scope of my game I considered it was too much and the available weapons were enough. Instead of a chainsaw you get a katana (if you use the appropriate Hololive member cheatcode) as the alternate melee weapon.
4) It took me waaaay too much time to find, capture and cleanup the little bits of sound you get from all the Hololive members that have an easter egg in the game. Adding more would've extended my dev time more than I wanted to. Especially since DOOG is the first game of this complexity that I ever made. (And my third or fourth game overall if I count the little tutorials I followed to learn Unity lol)
I'm really glad you used the classic cheats! Those were one of the first things I knew I HAD to put in my game. XD
Once again, thanks a lot for playing!
when you pick a mega blood game (doom) and fuse it with koronachan =
ive been playing this game for a while, i keep coming back to it, if u know me u know me
Thats crazy, i'm in the game
lmao
I love this game! Its super cute. I just suck at it lmao.
Thank you! Keep practicing, you'll get better! XD
Man, this game is very very good. I played this many times and every time i liked so much!!!! I did a video that i found all the secret places! The secret stage is so awesome xD
Hey! Thank you for playing!
I'm glad you enjoyed my game! :D
this game is AWESOME! I like it so much!
Thank you for playing!
I'm glad you enjoyed the game! :)
so happy this works with controller
I had to explore some new territory to implement that, but it was fun and worth it. :)
well you did great with it :)
Fun cute game. Popped up in my video feed randomly. Do you mind if I make a video on youtube and a post on reddit. Im not big I just thought it would be fun to share.
Edit: Video
There's an itch.io video feed? Or am I misunderstanding?
Also, yes please, go ahead with the video! Let me know when you publish it on YouTube, so I can add it to my DOOG playthroughs/speedruns playlist. :D
Just popped up in my recommendations one day and I was all like whats this.
It's a 12/10 masterpiece, I fell for this game
Thank you! I'm glad you enjoyed my game! :D
ITS THE BEST!
cute but why does it lag so much ;-:
Thank you! I recommend you try the downloadable version (it's at the bottom of the game page), as it has better performance than the web version.
I WANT VOILNCE
This is the cutest thing I'v
I did another run and this time I tried the Easter eggs, I did a few of them
Thank you for playing again and trying the easter eggs! :)
You're very welcome and well creative with the Easter eggs
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!
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!
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.
Hi.
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.
Oh, ya veo. Gracias y buen juego.
Eh logrado llegar al 4to nivel y puedo decir que esta muy bien.
Sigue asi!
Gracias! :D
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. :)
Yubi/10
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!
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.
Thank you for your feedback!
Doog 2? Hmm... it's not in my plans, but who knows... if I get inspiration, I may go for it sometime in the future.
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
You're very welcome