This is so rad I enjoyed that a lot and it is super cool that you used Pico8. Yeah, I hope ID will see this and give a shout out cuz this is lots of work for a pretty much fan port of a game. I think the only thing I had a problem with was that it was hard to strafe, but I think the original was just as hard to strafe in too, so grain of salt. This is great keep making, please!!!!
virtual-emulator of course ;) My question was: instead of loading separate files, would be possible to merge everything in a single Pico-8 file and/or make it dynamically load the levels ("multi-load")? It's annoying having to load manually single levels...
while i cannot really tell if its good or bad as im not a doom player, i think the game is very playable. im guessing nightmare wasnt too implementable, but im not gonna complain honestly.
Great game, really amazing, good job making it in pico-8 to. I have really enjoyed playing it.
I found a bug; in the halls of eternal pain just after I had picked up the plasma gun. I was holding the shotgun and was firing plasma projectiles using shotgun ammo. Also the sprite for the pickup had changed into the hand-held sprite for the plasma gun.
I just wanted to share it. It's not really a game breaker.
I just found a similar bug while I was playing Level 3 (Avernus Annex). When I got the chaingun in the first secret area, the chaingun's pickup sprite turned into the same sprite as when the chaingun is held in your hand. It fired more rapidly than normal, and firing the shotgun or punching with the fist also fired the faster chaingun's bullets at the same time!
I've only been able to pull this off twice. I've tried for a couple hours trying to replicate it a 3rd time with no luck. By the way, I was playing on a slightly-modified version I made where the E and D keys affect Poomguy and the monsters' gravitational forces.
I think this bug has to do with object-oriented programming anomalies. Retro Game Mechanics Explained made a video some time ago going further in-depth about what I mean. But I don't have time to check so sorry.
I just pulled off the same glitch in the same level! I was trying to run from the Lost Soul following me when going in the secret area, only for me to accidently trigger the glitch. I don't think I even had the weapon selector open! I just ran into the pickup sprite and... voila!
Got to play it and honestly really surprised at how amazing this game is. Definitely going to play more of this. Can't wait to see what comes out next.
I am absolutely blown away by this. People have made amazing things with all kinds of ideas and game engines ever since "indie dev" was a thing, but I don't think anything will ever top this for me as far as "how the HELL did they do this?!" question goes. Thank you for this.
This port is great! I'm loving it so far the level design is pretty decent and looks very good and the music is great. I have a few problems with it though. For one, either the shotgun is accurate, doesn't do enough damage, or the spread is too much-either way it doesn't feel right. second, I don't know the limitations but a map and a sprint key would be very appreciated. Lastly, this isn't much of a problem but the enemies do not drop ammo. Again it's not a big deal and there's plenty of ammo to go around but still. Overall this is a great version of Doom and am looking forward to the next episode!
this is great! small bug on browser (like, tiny): trying to pause on the loading screen messes with the palette, but only for the loading screen. its a fantastic port, and I'm happy for it :)
Hey, found out about this by mistake when I wanted to search something on my phone. Tried it and I was in love with it. What you created it a masterpiece and it just amazing. From sprites to secrets, everything. Over all nice job and keep it up :D
The port is great in every aspect, usually pico-8 games like this are called demakes, but that's definitely not about this one, it's like almost the same and even better in some moments. Amazing job, keep going!
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how do you make this style may i ask
limited resolution and palette + mad artistic skill from @gamecactus
thx
Just amazing! This is pure art!
thank you for this game i love it :) and how to delete slot?
thanks
what do you mean? reset savegame?
nevermind i throught thus game using slot mode and i really enjoyed this game alot
and i finished it thanks for this game :)
will i play this in split screen mode i mean it says 2 player
This is really cool. :) [I did get stuck in a few areas tho.]
This is so rad I enjoyed that a lot and it is super cool that you used Pico8. Yeah, I hope ID will see this and give a shout out cuz this is lots of work for a pretty much fan port of a game. I think the only thing I had a problem with was that it was hard to strafe, but I think the original was just as hard to strafe in too, so grain of salt. This is great keep making, please!!!!
Is it possible to merge everything in a single or multi-load cart for Pico-8 vemu?
don’t know what vemu is but standalone zip carts is available for download
virtual-emulator of course ;) My question was: instead of loading separate files, would be possible to merge everything in a single Pico-8 file and/or make it dynamically load the levels ("multi-load")? It's annoying having to load manually single levels...
cannot do that
Something still missing in Pico-8? Will ask to its author...
let me see...
doom on snes? check.
pregnancy test? check.
pico 8?.... check!
while i cannot really tell if its good or bad as im not a doom player, i think the game is very playable. im guessing nightmare wasnt too implementable, but im not gonna complain honestly.
this sounds like the start to a dr seuss poem
doom on snes?
pregnancy test?
pico 8?
doom on a vape?
how do you make this old doom style
It said that fineder cannot open it
A new Mac version will be posted in a few weeks time - stay tuned.
ok thanks btw I really liked your games and they don't eat that much space
THIS IS AMAZING
Great game, really amazing, good job making it in pico-8 to. I have really enjoyed playing it.
I found a bug; in the halls of eternal pain just after I had picked up the plasma gun. I was holding the shotgun and was firing plasma projectiles using shotgun ammo. Also the sprite for the pickup had changed into the hand-held sprite for the plasma gun.
I just wanted to share it. It's not really a game breaker.
can you reproduce the bug and post a gif (F9 or camera icon on web to record)?
I was able to, but not when I was recording it, I saw your reply today and tried a few times. (I dont have more time to do this today, sorry.)
If you open the weapon selection wheel while picking a weapon up the weapon sprite changes to the hand-held version.
This can happen because you slide a little bit after you stop moving. Maybe also if you open it the same frame you collect the weapon, I'm not sure.
If you switch weapons exactly when you pick another weapon up, the weapon starts firing the wrong projectiles.
When I found this I switched from the chaingun to the shotgun when picking the plasma gun up.
I just found a similar bug while I was playing Level 3 (Avernus Annex). When I got the chaingun in the first secret area, the chaingun's pickup sprite turned into the same sprite as when the chaingun is held in your hand. It fired more rapidly than normal, and firing the shotgun or punching with the fist also fired the faster chaingun's bullets at the same time!
I've only been able to pull this off twice. I've tried for a couple hours trying to replicate it a 3rd time with no luck. By the way, I was playing on a slightly-modified version I made where the E and D keys affect Poomguy and the monsters' gravitational forces.
I think this bug has to do with object-oriented programming anomalies. Retro Game Mechanics Explained made a video some time ago going further in-depth about what I mean. But I don't have time to check so sorry.
I just pulled off the same glitch in the same level! I was trying to run from the Lost Soul following me when going in the secret area, only for me to accidently trigger the glitch. I don't think I even had the weapon selector open! I just ran into the pickup sprite and... voila!
press pause on the loading screemn
known glitch
please no-one remove it
This is truly awesome. A close replica of the original doom with a both a beautiful sound and visual design. Nice work!
Great! is there a way to set it as my favorite control scheme?
- keyboard for: forward / back / strafe
- mouse for: turn & fire.
EDIT: Oh! forget it! I was using cursor keys. With ESDF (as recomended) is perfect!
cool - latest update should make controls a lot clearer hopefully.
Poom was a blast to play. I enjoyed the art style as well.
very nice
It's very good and a lot of fun
can i ask which game engine did you use?
the runtime is pico8 - a fantasy console. The engine itself is homemade.
thanks. Good game :)
This is an amazing Doom remake, just one question: how do I complete The Sanctum Of Torment level?
Edit: nvm I've found out how
thanks!
Final boss is a HP sponge - keep firing ;)
nice gameplay
Thanks a lot for the standalone version <3
This is great, how does it fit on a pico-8 cartridge though?
simple - it fits in 16 carts :D
Simply incredible! This feels more fun than playing the original Doom, somehow. Amazing accomplishment!
make a save feature for web version
is there any cart so that i can play it through pico-8?
done (see standalone zip)
oh thank you very much
I am absolutely blown away by this. People have made amazing things with all kinds of ideas and game engines ever since "indie dev" was a thing, but I don't think anything will ever top this for me as far as "how the HELL did they do this?!" question goes. Thank you for this.
Doom is my favorite game. Have you adopted it somehow or rewrited it from scratch? Anyway thank you for sharing
it is rewritten from scratch to run on the Pico-8
fantasy console they made the art themselves too!
This port is great! I'm loving it so far the level design is pretty decent and looks very good and the music is great. I have a few problems with it though. For one, either the shotgun is accurate, doesn't do enough damage, or the spread is too much-either way it doesn't feel right. second, I don't know the limitations but a map and a sprint key would be very appreciated. Lastly, this isn't much of a problem but the enemies do not drop ammo. Again it's not a big deal and there's plenty of ammo to go around but still. Overall this is a great version of Doom and am looking forward to the next episode!
Seu jogo esta incrível, parabéns pelo trabalho, eu coloquei ele no meu canal da um pulo la ok!
this is great! small bug on browser (like, tiny): trying to pause on the loading screen messes with the palette, but only for the loading screen. its a fantastic port, and I'm happy for it :)
thanks - bug is known and reported to pico8 maintainer.
I love the original level design here, great job!
Hi, great work, incredible <3
Please will you share the source code to BBS ?
I really want to use it on my TV console please.
Thanks a lot
Hey, that's great! Congratulations!
Is POOM available at pico-8 bbs?
i dunno how long you've been working on this but man... get yourself some sleep
did you make some old consoles port?
hum - no - low level assembly is not my type of fun!
Oh, i have a pocket go and i would have liked to play poom on it. Even because my mac won't open the file and don't know why :(
Hey, found out about this by mistake when I wanted to search something on my phone. Tried it and I was in love with it. What you created it a masterpiece and it just amazing. From sprites to secrets, everything. Over all nice job and keep it up :D
This definitely scratched an itch(excuse the pun)for me.. Great job!!
The port is great in every aspect, usually pico-8 games like this are called demakes, but that's definitely not about this one, it's like almost the same and even better in some moments. Amazing job, keep going!
Thanks - happy that it feels "genuine" at some point :]
This is great!
this is just like the og doom