no glitches or bugs, awesome! i wish i had the programming skill like you but after all this took u time to make and i love it (when i make a game i give up in like 20 mins) the game is AMAZING! :)
Glorious game! Awesome job! Have you ever thought about a mech themed total conversion with a bitmap cockpit and a pause menu with mech schematics and characteristics? It would be fantastic!
FANTASTIC rendition of Doom on the PICO platform. This felt like what Doom would be if made for the platform, which is awesome, and also more than what could have been said for the 32x port. The visual style really reminds me of the wizardry involved in making the SNES port.
+Style of the game is true to the source and reference material, from sounds and art to weapons and enemies. Everything involved is made for the PICO, so all of the material is very low rez in nature.
+Short, completed it in 2 sessions within an hour.
-Progression of difficulty and resource management increases quite a bit in the last 3 levels. New weapons and almost all of the buildup of supply for the final boss is in the last level.
~Compared to the source (which isn't fair TBH) there is quite a few missing features. Things like vertical aiming, jumping, and powerups are all not here. This is a PICO game, and is amazing to see in the first place though. This isn't a negative point IMO, but worth mentioning.
5/5 Good game, must play if you are a PICO and Doom fan.
Fantastic recreation of Doom for the PICO platform. Played to the end in roughly an hour, and enjoyed it the entire time. If you have any way to accept a tip, please let me know and ill send you a couple bucks USD. :)
I'll just follow you around, and if you make a game I'm interested in I'll be a customer :) I really enjoyed POOM. If you ever crowdfund something, let me know and the donation meant to be from this will be sent along there :)
I'm getting that same error on itch.io's checkout. It defaults to 2.00 and errors on that. If I edit it and put in something else or re-type 2.00, same error. Firefox.
Running Poom via PICO-8 linux x64 splore (full game not the demo) on Steam Deck (which has built-in dual sticks). Game doesn't seem to behave like it knows two sticks exist.
Control options shown in-game are ESDF+arrows or ESDF+left/right.
Unless I customize the controls in Steam Deck, out of the box, the right stick doesn't respond at all in game.
I'd like to figure out the optimal mappings to play as intended.
This is great! I personally was never interested in the old school doom games, I started playing brutal doom for my first game, but after playing this it hit me. It feels so satisfying to play. Great job!
I really love the adjustments made to the formula here. Using Quake rules for hitscans makes the game feel much faster an frenetic, while the faster switch speeds encourage a more flexible use of them.
>The Shotgun being a starter instead of Pistol is great for fluidity. I wasn't a big fan of the spread at first, but once I noticed that even a little strafing avoids hitscans completely, I had no problem getting up in their face.
(Still kinda wish it had one accurate pellet at least)
>The Chaingun feels so much chunkier in this game. I always felt it was kinda weedy in vanilla. And it's an excellent compliment to the Shotgun's inaccuracy at the cost of some mobility.
>Making the Plasma Rifle slower while maintaining its superior dps leaves the right kind of openings and I rather enjoy that.
>Rockets honestly were kinda underwhelming. Didn't kill like you'd expect em to. Maybe if they got their damage and maybe splash radius upped at the cost of fire rate, they could find a stronger niche, but it's level 5 by the time they become relevant and everything else felt so great that I can't really say I was disappointed.
Most of all, I like how the changes made were subtle enough that someone not thoroughly familiar with Doom's balancing would likely miss them. I wouldn't mind seeing something more drastic, but that attention to detail in not overstepping the source material is an exceptional touch.
Love this, would love to see more. I wouldn't mind seeing an enemy and weapon rebalance in GZDoom that takes after this. I'd probably use it all the time.
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Comments
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The mouse doesn't work for me
browser or local binary package?
if browser, which one?
and can you elaborate on ‘doesn’t work’?
Browser.
The mouse doesn't make the character look around. I can still fire but that's it. It won't let me aim properly.
in the game menu, is the mouse working ok?
check in controls menu if the right scheme is selected + if sensitivity is correct
just shoot (left mouse click) and mouse will work
Whos gonna tell em'
Ok, i tried to make android "port" working, but i got nothing but black screen, well, i tried :(
Can I put it on a calculator?
PICO-8 cannot be emulated on a calculator
Never really played the original Doom but after playing this i now wanna try it. I only got interested in this game thanks to Vanoss.
good news! Doom is still a good game after all these years.
Do you have a link to that Vanoos video?
It truly is! Every opinion i’ve heard about doom have been really good ones.
Sure, its this one https://youtu.be/PJsJ8jhc-jw. You can easily find his channel “VanossGaming”.
this is the first thing that popped up its pretty cool
This is the one
same
its good a game
Really good i love it
really cool! took a little bit to adjust to the controls but I had a great time.
i love this
Blown away. Feels so authentic to what makes Doom great.
thanks 🙏
no glitches or bugs, awesome! i wish i had the programming skill like you but after all this took u time to make and i love it (when i make a game i give up in like 20 mins) the game is AMAZING! :)
A great recreation of doom in Pico. I beat this with only two deaths! :D
thanks - now try UV 😜
nice
Glorious game! Awesome job! Have you ever thought about a mech themed total conversion with a bitmap cockpit and a pause menu with mech schematics and characteristics? It would be fantastic!
Need an artist - ParanoidCactus moved to other projects…
I hope you will find an artist and make this dream come true!
Why is it called poom?
many Pico8 games/demakes are named with 8 and/or P in the name + it’s not an official port so ‘doom’ cannot do.
I started the project with Poom and the name stuck!
A well put together doom remake just shows dooms amazing programing
thanks
note that this a full remake - not a source port
im speechless. this is awesome
thanks 😊
yeye frfr you should be mega mega proud
ok, it run doom ✓
I don't know much about the Pico and its capabilities - but this is frankly, astonishing.
Hi, How can i contact you
hi - what for?
to hack you :o
My Review.
FANTASTIC rendition of Doom on the PICO platform. This felt like what Doom would be if made for the platform, which is awesome, and also more than what could have been said for the 32x port. The visual style really reminds me of the wizardry involved in making the SNES port.
+Style of the game is true to the source and reference material, from sounds and art to weapons and enemies. Everything involved is made for the PICO, so all of the material is very low rez in nature.
+Short, completed it in 2 sessions within an hour.
-Progression of difficulty and resource management increases quite a bit in the last 3 levels. New weapons and almost all of the buildup of supply for the final boss is in the last level.
~Compared to the source (which isn't fair TBH) there is quite a few missing features. Things like vertical aiming, jumping, and powerups are all not here. This is a PICO game, and is amazing to see in the first place though. This isn't a negative point IMO, but worth mentioning.
5/5 Good game, must play if you are a PICO and Doom fan.
many thanks for that review!
Paranoidcactus art and game design does shine in this game.
And yes, many features had to be culled to fit pico8 constraints, but looks like we picked right!
Absolutely. I'm following you guys on YouTube as well as her.
juega so :o
Fantastic recreation of Doom for the PICO platform. Played to the end in roughly an hour, and enjoyed it the entire time. If you have any way to accept a tip, please let me know and ill send you a couple bucks USD. :)
thanks! you can ‘buy’ the game via the itch page. Donations are in unit of $10k 😜
lol 10k
I am unable to use the download now portion of the donation tab due to this error
did you specify an amount?
can be 0 to whatever millions you can spare
Yes, I have tried to specify an amount lol
I'll just follow you around, and if you make a game I'm interested in I'll be a customer :) I really enjoyed POOM. If you ever crowdfund something, let me know and the donation meant to be from this will be sent along there :)
I'm getting that same error on itch.io's checkout. It defaults to 2.00 and errors on that. If I edit it and put in something else or re-type 2.00, same error. Firefox.
Yeah, dooms runs on literally EVERYTHING
man what the hell? he is very hot! Hopefully and you will release an Android version.! It plays very well from the browser on Android!
The pinnacle of technology
HOW THE FUCK DID YOU MAKE THAT IN PICO-8
see: https://freds72.itch.io/poom/devlog/241700/journey-to-poom
Cool
Running Poom via PICO-8 linux x64 splore (full game not the demo) on Steam Deck (which has built-in dual sticks). Game doesn't seem to behave like it knows two sticks exist.
Control options shown in-game are ESDF+arrows or ESDF+left/right.
Unless I customize the controls in Steam Deck, out of the box, the right stick doesn't respond at all in game.
I'd like to figure out the optimal mappings to play as intended.
Any tips/tricks/recommendations?
im stuck on the second level, help me pls
ive tried the door when i killed all the enimies but it still says 'locked'
nvm lol
I'm getting some mouse drift. My cursor/crosshair is constantly going to the right. Changing the sensitivity just changes the speed of the drift.
PS this is awesome
web version or desktop?
Web version
Same as above. Using Firefox, if that helps.
This is great! I personally was never interested in the old school doom games, I started playing brutal doom for my first game, but after playing this it hit me. It feels so satisfying to play. Great job!
thanks!
the gameplay still works even after all these years.
Finally, I beat ultra-violence mode. Thank you for making this
full game on UV? well done!
thanks 🙏
Show post...
IDKFA
The standalone version download is at 1.8 even when the other downloads are at 1.9.
correct - need to publish that last package!
Hey i loved the game but one question is the shotgun the only gun cuz i got through like three levels without seeing a new gun
search harder…
Ok thank you i was convused because the levels are different than the original
i love so much about this
you have a knack for level design and pacing
i would love to know where the desire to make esdf your movement came from
Thanks!
Correction: level design (and pixels and sound) are from mighty ParanoidCactus (I only did the code :)
The underlying engine (Pico8) doesn't support arbitrary keys + ZQSD doesn't work on non-US keyboard (I am french).
Are the soldiers tougher than the ones in vanilla Doom?
zombieman? same 20 hp as vanilla
you can see all stats here: https://github.com/ParanoidCactus/poom-sdk/blob/cactus-sdk/DECORATE
They felt spongier and harder to kill. Perhaps it was me not used to keyboard controls on Doom.
fyi - the game has mouse support!
second. the shotgun is less powerful, that might explain your impression.
I really love the adjustments made to the formula here. Using Quake rules for hitscans makes the game feel much faster an frenetic, while the faster switch speeds encourage a more flexible use of them.
>The Shotgun being a starter instead of Pistol is great for fluidity. I wasn't a big fan of the spread at first, but once I noticed that even a little strafing avoids hitscans completely, I had no problem getting up in their face.
(Still kinda wish it had one accurate pellet at least)
>The Chaingun feels so much chunkier in this game. I always felt it was kinda weedy in vanilla. And it's an excellent compliment to the Shotgun's inaccuracy at the cost of some mobility.
>Making the Plasma Rifle slower while maintaining its superior dps leaves the right kind of openings and I rather enjoy that.
>Rockets honestly were kinda underwhelming. Didn't kill like you'd expect em to. Maybe if they got their damage and maybe splash radius upped at the cost of fire rate, they could find a stronger niche, but it's level 5 by the time they become relevant and everything else felt so great that I can't really say I was disappointed.
Most of all, I like how the changes made were subtle enough that someone not thoroughly familiar with Doom's balancing would likely miss them. I wouldn't mind seeing something more drastic, but that attention to detail in not overstepping the source material is an exceptional touch.
Love this, would love to see more. I wouldn't mind seeing an enemy and weapon rebalance in GZDoom that takes after this. I'd probably use it all the time.
thanks for that extensive review and kind words - we indeed tried to capture the doom feeling, tuned to the smaller platform.
and def agree that rockets are not good.
as for a sequel, I’d need to find an artist willing to work with the harsh limits of that engine!
Doom on Pico-8? Smaller screen, but not less fun. At least it has better graphics than SNES.
I remember that i played this somewhere 2019-2020 IDK
game was released in Dec, 2020.
Ok so i guess i played it in 2020
or maybe 2021