more of a spinoff
Logic Obscure Productions
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The plasma gun (The first weapon) will sometimes not fire automatically when it should, which can make it a bit awkward to use at times. This is because it uses the flag +NOAUTOFIRE which is required to make tap fire (clicking quickly to fire quickly) to work, I have tried to fix this issue but to no avail, at one point introducing the most *enigmatic* bug I've encountered. I will try to get it fixed before full release.This is supposedly fixed now!
Gave this a playthrough for about 2 hours, so far it's pretty dang neat. Feels hella well polished too, with the graphics and effects on enemies and weapons and such, and i love the little details like the new intermission, messages for 100%'ing things like items, etc. Fun to play too, good guns with very awesome animations, though I die a lot in this lol (Though I was playing on a generally harder mapset than doom 2), and I think sometimes the lesser enemies, like zombies, feel slightly bullet spongy.
A few other notes I made while playing, playing with GZDoom 4.10.0:
- Menu text, unless highlighted, is really dark and fairly hard to read.
- I thought there was no pain sound at first, which throws me off, but found out there is a sound. I feel a lot of times I don't even notice I'm being hurt because the hurt sound is like too quiet or something isn't playing at all. I'm a little confused with how it works. Also not fond of the low health alarm sound so I rather not use that.
- When I run out of ammo for a gun, I frequently switch to the fists despite having ammo for other guns, like the shotguns, which is really annoying. On a similar note, I personally think rocket launcher should come before grenade launcher when pressing 5, but that's just me.
But yeah, overall I'm hella impressed with this.
I was going to say the pk3 itself is already standalone and can run with gzdoom just fine, but I actually forgot the maps were separate from the pk3 itself as MM_Levels.wad (I was updating this so many times in 2021 that I really got tired of importing and exporting the maps wad file over and over), while running both the pk3 and map wad together in gzdoom would still work perfectly fine, I still went ahead and updated the download to have the maps added into the pk3 for convenience.
10 years ago, I released a doom mod Unhinged to the world, and now, a sequel has been released in celebration of it's 10th birthday.
As with the first entry, it is a horror game where you find yourself in the midst of a psychotic infestation, and gotta find your way out in one piece, and not be chewed up into a red paste.
I got plans to update this further before moving onto the commercial release. :)
Link!
https://darsycho.itch.io/unhinged-2-demo
"-when you pick all 4 ingredients,the passage doesn't open up"
theres 5 ingredients to get before it opens.
EDIT: WAIT, i figured out the problem, yeah it requires a zeta emblem too for some reason, ill have to fix that. (just put "give zetaa" in console for now)
"when you kill final boss,the teleport exit doesn't open up"
ffffffffuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
lemme fix it... =_=
All those been fixed, dunno what i can do about the anvil though, i know how to remove the ability to "anvil jump" but it makes the anvil not hurt you at all, which is something i don't want. so i dunno what to do.
Edit: Also, that last ingredient is in the volcano, should be unlocked after you got everything else.