Play PWAD
Phobos Fracking's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #1 | 4.386 | 4.600 |
Aesthetics | #4 | 4.386 | 4.600 |
Overall | #5 | 3.814 | 4.000 |
Respect to restrictions | #8 | 2.670 | 2.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Total mapping time:
18 hours spread over many days
Did the monster count limit present an interesting design challenge?
Yes, but it was also great at keeping me from giving into scope creep.
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Comments
This was hard! XD
It took me a while to figure out what to do in the poison area with the cyberdemon, and I got killed a lot in the process, so I had to save to avoid repeating the first half of the level until I found the correct way.
The secrets were fun to find. In the last one I was: "Oh, a Sigil reference!". XD
And the "disco room" with the archviles at the end was awesome looking.
EDIT: Hmmm, looks like it's not vanilla complatible, I can't play it in Chocolate Doom.
Thanks! I've tried to signpost the way down with health bonuses but I believe I didn't on the harder difficulty. Admittedly if you just make a straight run for the castle you'll probably live and I didn't really add much on the way there to make it worth it going the longer route.
You're the second person to tell me it isn't compatible yet I used Doom 2 mode strictly and I did test along the way (not the lastest version tho, as I only had some minutes left haha). I will look into it tomorrow.
Maybe the 100% vanilla compatible restriction shouldn't count at this point?
I'm finding more maps that can't be completed in Chocolate and I don't feel good rating the "respect to restriction" part badly in all of them. xD
Indeed, maybe "limit-removing"/Crispy Doom would've been a better choice. I was trying to simplify it for new mappers, not make it harder haha!
But more jams will come, surely :D Either way, ratings are visible as separate criteria and I don't think it's fair for those who made the effort, so I don't mind the bad ratings for my lack of testing.
I loved the hard but fair encounters, that make you think a bit. After playing this I felt I should have made my map harder, have more archviles. Nice gimmick with the shootable crates. Architecture is awesome.
Not vanilla compatible tho.
I hope it wasn't too hard. I'll admit I mostly tested it on medium, then I just ran the other difficulties a couple of times. Easy is meant to be an absolute cakewalk if not for the platforming, and I did manage to finish it on hard but I had to res myself a couple of times, which I thought was fine given I'm not that good of a player.
By the end of it I was just testing on GZ and didn't run it on vanilla. Did I hit the visplane limit? :'( I'll have time to take a closer look tomorrow. Thanks so much for the feedback!
It's pretty hard in UV but I made it, and I am not the greatest player either. Yet I must not play doom on lower difficulties than UV ;)
I ran past the Cyberdemon. Would have been easier if I kept that invisibility secret for the end.
Yeah I didn't put that Cyberdemon there to be killed normally, just as an obstacle. There's a secret that kills it, tho, to allow a 20/20 run.
Loved the mechanic of breaking crates/objects to progress; and some really rad lighting work in that last room!
Thanks so much! On the lighting, I can only dream of doing that awesome high contrast stuff many mappers do nowadays, but I did try to play with it a little haha