Thanks again to everyone who continues to leave us comments and feedback! If you run into any issues, please let us know. We're compiling a list of proposed changes based off of the feedback we've received so far.
Captain J wrote:I have waited for so long and i'm totally happy with the result. Good work guys!! I've beaten all maps in normal difficulty and of course i'm impressed. The quality of mapping, textures and enemy designs are over the top and definitely fit together. Also i think this game mostly focuses on ambushes and traps, giving me a fair challenge instead of annoying me. Although it's still at demo state, the wait was worth it.
Thanks for playing and for the kind words Captain J! I really appreciate the feedback and bug reports as well. Let me address a few of them:
I can't jump or crouch. Is this game's going to be as mega-traditional as possible?
That's correct, no jumping or crouching allowed. This is partially a hold-over from when the project as a Boom-compatible endeavor; the 2 maps in the demo are from that era. We decided that in order to keep things simple map design-wise, we'd keep jumping and crouching out. So it's partially inertia from the old project and partially a specific design choice.
I don't know if you can change the tag name without making another variation, but Assault Rifle's tag name remains a Noun form once it gets dual.
I actually asked Pillowblaster about this shortly before the demo released, but he wasn't sure if it was possible or not. It bugs me too though

. An intermediate solution would be to change the name to "Assault Rifle(s)", but I'm not super keen on that either.
Assault Rifle's Laser Pointer kinda has stuttering movements and shakes intensely if it's closer to the ceiling. Crosshair still helps with the aim tbh!
I noticed this a while back but figured it was just an oddity with how ZDoom handles physics. It's meant to be a mostly visual addition, not so much a gameplay one. But I'll bring it up with Pillow and see if he can do anything about it.
While i do really love how powerful the Rotary Shotgun is, its Primary Fire? Not too much. Maybe i'm still addicted to the good ol' vanilla trope of "One Imp, one Shell.", but you're usually guaranteed to spend one more shell at laser throwing mook even though it took point blank shot to the face. Basically it's more Spend-y since Alternate Fire costs an extra shell.
The Rotary Shotgun is pretty different compared to the Doom Shotgun. The primary fire is faster firing but (I think) does a bit less damage. Alt-fire costs three shells to fire though, which is partially why its so powerful. We might adjust the firing speed vs. damage output at some point, but right now its just meant to function a little differently from the vanilla Doom shottie.
I'll forward the rest of the bugs you mentioned to the team. Thank you again for taking the time to report them, its very much appreciated!
JohnnyTheWolf wrote:Speaking of the weapons, I was rewatching the trailer and I was surprised to find out that there is going to be a double-barreled shotgun. For the longest time, I thought the Rotary Shotgun was it because of the way it looked: as I pointed out in the Steam forum, it did not even occur to me that the weapon was actually triple-barreled. Maybe it would be better to alter the weapon's appearance so that the barrels are positioned in a way similar to the
Dead Space's Assault Rifle and thus make it clear that it is first and foremost a single-shot shotgun?
You might be surprised to learn that the double-barreled weapon in the trailer is pretty far from a shotgun

. It's almost the antithesis of a shotgun actually; currently its one of the most long-range capable weapons in the game. As far as the Rotary Shotgun's design, I can see what you mean. I'll bring it up with Cage and see what he thinks (or he may read this and he can respond).