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(+1)

Making the hammer melee just be an explosive attack and then triggering the cooldown isn't a bad idea, honestly. You're also absolutely right about the issues with some maps insisting on ranged combat with super out reach enemies where I have issues dealing with that even with the failsafes I've added. I'm sticking to my guns here though, or swords in this case. One day when I break away from the Doom engine and go into standalone games, I won't have that problem.

I appreciate your patience as I continue to adjust everything and flip this mod upside down for like the 4th time. With any luck with the next upcoming update I can further finetune Blaz and get things feeling good.

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Can attest to Blaz feeling out of his depth in some maps, especially those that are slaughter-heavy. Due to his melee-centric design, his melee attacks don't feel adequate in dealing with huge hordes of enemies (think Okuplok, Death in Excess, Rush). He lacks the power and AoE needed to have a similar impact that the rocket launcher and BFG does.

These days I prefer to play on the Knave difficulty for a more casual playthrough, and somehow it's still quite easy for Blaz to be overwhelmed by a horde.