Hi Kenneth,
Thanks very much for taking the time to try out the game!
I'm happy you recognized the callbacks to MGS in the level design and the retroShooter gamefeel.
I started this project working from a doomWad project and a pitch to mix elements of doom and the MGS1 demo disc!
Brief:
Depending on progress, pick one or more clone or baseDoom wad pack.
Make a short, microgame to enter into horror jam and publish on itch.io.
Use doomClone and create an eerie loop that subverts expectations.
Pitch One:
MGS1 Demo Disc elevator loop.
Each lift exit triggers a new horror mutator.
Make each loop more abstract and horrorfied.
I will be looking into a full optimization pass in a future update. My testing platforms are a moderate-tier PC and SteamDeck.
I found that adjusting settings from high to Medium improved performance from 12fps to 60fps capped on SteamDeck using a power limit of 8 watts. I attempted to force settings to medium when loading the first level - but it's a very hacky solution and there's lots of room for optimizing the hell out of this moving forward.
I will try my best to address optimization and performance in upcoming builds!
Gameplay Feedback:
Thanks for pointing out the issue with boxes - I'll be sure to work on a solution to this as soon as possible.
Your point about firing and input delay is a valid concern and it's something I will rework at the earliest opportunity. I am not satisfied with how the weapon system works currently and will be overhauling it significantly. I hope I can make it feel a bit more responsive.
With regards to Doom/GzDoom, it was my first port of call when planning out the project.
Project Smile started as a prototype in UlimateDoomBuilder before switching to Unreal. It may sound a little backwards - but I thought I'd build a baseline in Unreal and then match it back to Doom from there.
My hope is that building out this project will better prepare me for delivering on some lofty ideas I have for some custom iWad campaigns!
I would like the flexibility of a modern engine that allows me to work with features from other classics. I am particularly fond of the increased interactivity from BuildEngine games as an example.
I also have a few more elaborate design ideas I would like to explore to add a bit of a twist on that classic shooter feel that may be more feasible in Unreal than GzDoom.
I like the depth and breadth of content and creative minds found in the doom Modding scene and I will be releasing some iWads in future to help me refine the level design and gameFeel for my final solutions.
I've been playing a lot of Doom, Duke Nukem3D and ShadowWarriorClassic to help me solidify that core retro feel.
I do think the core mechanics and game feel of doom is lighting in a bottle and it still feels so smooth and "juicy" all these years later. I hope I can work towards something equally satisfying over time.
Thanks for pointing me in the direction of Trenchbroom I've come across it a couple of times when doing research and will look at it again.
More than anything, thanks very much for taking the time to offer some insightful feedback and checking out the project.
Playtesting and fresh eyes are exactly what I need to help elevate this project to the next level.
Happy Gaming!