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The standalone version download is at 1.8 even when the other downloads are at 1.9.

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correct - need to publish that last package!

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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

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search harder…

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Ok thank you i was convused because the levels are different than the original

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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

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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

This is not only great in context of Pico, but as a standalone game. If released on any console before late 1995, this would have been hit. It beats all Amiga Doom clones for example.

I feel like there are some balancing mishaps though. Shotgun is too inaccurate/underpowered, shotgunner does too little damage. Balancing those together (Shotgun kills shotgunner with one non point blank shot, shotgunner causes more damage to player if it manages to shoot) would make early levels play much faster and be more fun. Also rocket launcher is next to useless. I don't think it kills even imp with one direct hit, better just shoot it with any of automatic guns.

Level design is sometimes overtly complex, more of Wolf 3D mazes than Doom. Levels get better though when you get to hell. Never been fan of tech-bases in general.

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thanks (and tbh, that game wouldn't have any hardware to run on before 1995!).

shotgun balance is a valid point - upping soldier damage may be a way to counter balance, may try things out.

ParanoidCactus and me do like when you need to think your way out, build a mental map - unlikely to change at this point :)

what if instead, the first gun had the same stats but was a poorly sawn sawed-off shotgun and the second weapon was a more appropriately accurate shotgun that could kill those enemies at a further distance?

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there is no way we can add another weapon (with different visuals)

however the idea of having more dangerous grunts with less hp is certainly a good idea

 amazing game i have been playing it for days only downside is when going threw door ways you can see threw walls but other than that its a amazing game 

Hello! I love this game!

I need some help though: the Linux version isn't running (with permissions set for executing as a program), and I'm not sure how to set up the standalone on Ubuntu - trying to put in the path gives a syntax error.

there is no need to put anything in path, run the game from command line:

cd <poom folder>
./poom_1.9
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?

Sorry, I hope my inexperience brings a little humour to someone's day. :)

you are mixing up packages!

if you want to run poom from pico8, download the standalone version.

What you’ve got is a binary package that you can run directly from your Linux shell.

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Don't lose too much hair over me, haha! :D I've got the standalone, but it does the same thing - that is to say, I don't know what to type in and do for Ubuntu for doing this:

mkdir poom 
<path to pico>\pico.exe -home . 
cd poom\carts 
REM change xx to actual version number 
unzip poom_standalone.xx.zip

When I right-click the "poom_1.9" file in the "poom_1.9_linux" folder, and select "Run", it doesn't do anything. When I do ./poom_1.9 in the command line it gives the error: "error while loading shared libraries: libSDL2-2.0.so.0: cannot open shared object file: No such file or directory"

you need to install SDL to use the "binary" version:

sudo apt-get install libsdl2-2.0-0
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think i found a glitch

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can you elaborate? not obvious with screenshot.

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I'm on a bit of a elevated platform where I can hit the boss but he cant hit m

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its the platform you first jump down on before going down for the fight he spawns while your up there and you can beat it without being hit

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ok - reproduced the bug, will see if can be fixed.

Thanks for the report.

Great interpretation, included some levels in this vid.

this is pretty cool

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So Tom Hall worked with you on this?  As in, Doom and Commander Keen, Tom Hall?

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yes - he is quite active on the pico8 community and helped during the beta testing.

very cool

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if they do a fnaf poom mod i will explode /j

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In 1996 i killed two people

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litterly 1994

baby numbers

i killed 22

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I have to comment something funny, Uhhhmm... uuhhhhh... UHh, Pee pee poo poo.

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pee pee poo poo

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pee pee poo poo

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pee pee poo poo

everyone talks about peepeepoopoo but no one talks about poopoopeepee

Deleted 1 year ago
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Super travail, j'adore :)

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merci!

Le meilleur jeu de Pico 8 auquel j'ai jamais joué.

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cela va sans dire 😜

super projet avec un super artiste et c’est cool de voir que ça plait.

I don't know if this is possible, but is there anywhere I could get a HTML5 download for this?

Is this compatible with controller?

nope unfortunately

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Hii, I've made a video about the game and wanted to share some feedback about it ^^, hopefuly it is useful to you :D

-The main elements of doom are quite well preserved here, awesome job.

-Visually the game manages to be pretty readable while moving and overall I'll say that I've seen some tricks with illumination that considering the engine you are using are pretty unique and interesting ^^

-Controls could be a little bit more polished since making small adjustments while aiming was quite hard.

In conclusion, the execution is great and I hope you keep working on more PICO versions of different games ^^. Hopefully this is useful to you :D, also if you could subscribe that would help me a lot :)

Regards

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thanks for the video/review!

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you are welcome ^^

this was a really great boss fight at the end

2nd part 
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 loved this time to play the original doom now keep up the great

 work

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Congrats on the great work with this entry!!! I loved it!!

Great Job

yo man i know there was a lot of effort put into this game but is there any chance that you ( and Paranoid Cactus) will make poom 2?

woah my best speed run ( no kills)

love it!

DOOM on Steam

Can you make android version 

no - the underlying framework doesn’t support Android

Sad :(

Can you at least give us the "p8.png" file of this game so we can play this on Android?

Can you at least give us the ".p8.png" file so we can play it on Android 

The game is a multi-cart game, there is no "png" as in other smaller pico8 games.

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Been trying to beat the whole game on Ultra-Violence and got to level 5 and got this thing. What is it?

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a bug…

can you roughly indicate where you are in the level?

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Level 5 by the blue keycard, also i beat the rest of the game on Ultra-Violence. Thank you for making a new entry to my favorite franchise. 

Hi, do you know how could I run Poom on my rg350 pico-8 emulator? If you can help me, I will do a promotional video and upload to my youtube channel. I love doom and pixel art, so your game is very nice for me!

I don’t own such device - if running rhe Tac80 emulator, suggest to contact the author directly.

amazing!

What are the system requirements for poom? Does it really run on 64k of ram and sn 8!bit processor?

no - this game runs within a virtual machine (pico8) with the following constraints:

  • 8mhz cpu
  • 128x128/16 colors display
  • 32bits numbers
  • 2mb of ram
  • max 8192 symbols for code/64k text file

so far more powerful than a NES but certainly far less powerful than a 1993 PC!

So POOM would technically work on a 286 with 2 megs of ram. Would it need any special hardware for 3D graphics like the super fx chip?

comparison doesn’t really make sense - Poom runs on top of Lua, a very high level language, that would crawl on a 286 (if working at all).

see Doom machine specs to find the lowest cpu it ran on.

The original doom ran on a 386. 

So I would imagine that POOM would run on a 286. 


The specs for Poom would be even less, if it took note of a 3d card or superfx chip

I think you're misunderstanding fredz72, so I'll try to clear things up.

POOM is a game for the PICO-8, which is a fantasy console (really a virtual machine and game engine) with certain restrictions in place so as to present itself as a classic 8-bit console like the NES. Those restrictions are arbitrary but hard-coded into the PICO-8 framework and unavoidable for any PICO-8 games as a result.

Ironically, the stated minimum requirement for running PICO-8 (and therefore POOM, albeit POOM is likely more demanding than most PICO-8 games) is a 700MHz processor.

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A "Continue" button was neat, but scaling down to a NES 8-bit remake (Excute me a Demake) was kinda lame, just play the SNES Port or maybe download it for retroarch or raspberry pi, looks like some gameboy color game or gamegear game.  Though playing this on a browser is good but not revolutionary.

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Look it's one thing to not understand the technical achievement this is, but to arrogantly call it "lame"... I can safely assume you have not achieved anything remotely as impressive in your life.

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The game runs on a "fantasy console" called PICO-8. It's a game engine with harsh limitations like a 128x128 resolution, 16 colors, and 64 KiB of RAM. Why does that exist? For fun. A game like this running on something that limited is pretty impressive to me.

Absolutely no understanding of the amazing effort this took to create in Pico8 limitations! Play this on my Miyoo Mini all the time and would love to see a POOM 2 *hint hint*

I don't think you understand how impressive of a feat it is to make this within the constraints of Pico-8.

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Not bad.

truly anything can run doom

controls not very good but game is nice

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we don't have many options in pico 8 lol

.d

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