- Is there any way i could kick the severed head just like in the original game?
- Robbed imps sometimes do the melee fire breath, which it burns down the enemy and also could hurt the attacker. It's very comical.
And speaking of Robbed imp, the ghost skull projectile definitely need some debuff: It still hurts me although i dodged it, deals unfair amount of damage and... Even go through the wall. I honestly think this is just too much for lesser enemy in the game.
- Zombieman sometimes fire flare projectile and this is by far the most wonky thing i have ever encountered, with all respect. They play no sound effect before firing, so you're likely to be get hit if you're not highly vigilant. Plus i'm pretty sure i dodged it by covering, but if i get out of the cover, it still count as a hit and it burns me.
And also, their flare gun plays no firing sound.
- Fire Plant Pod bleeds red. I'm pretty sure it's actually green.
- Caleb's Secondary Napalm Launcher Projectile has no explosion sound effect.
- Caleb's Primary Tesla Cannon Projectile is way too big for some reason. It's rather distracting.
- I somehow can't drop my Life Leech and use it as a turret... Daww shucks. It was one of the good features in Blood 1.
- So i got the Super Armor(ribcage armor thing) as Doomguy, but not sure if it's really working or not: the counter on the HUD does not decrease, no matter how much i get hit.
- Doomguy can collect Hand Grenades and use it. But how do i figure out the current amount of grenades i have? The HUD shows no grenade and TNT counts.
- If i pickup one TNT pickup item, my current weapon get switched into... Well, a TNT.
- Doomguy's Chainsaw needs more buff. Since zombies are powerful and just ignore the pain-state up close, it would be wise if it gives forced pain to lesser enemies.
And also, i can't throw a Hand Grenade if i wield a Chainsaw.
- Red potions that tastes like chicken heals only 2 hp once i pick it up. I still have no idea of the existence of this thing. Looks like a health bonus that helpfully overheals you, but it's not.
- Is it me? Or Cultists and the Playable Characters play zombie death sound once they're set ablaze?
- And when some Zombies and iImps get burned, their head get chopped off and they still scream and run around in pain.
- If i kill felled zombies, they play default death animation. They basically get up again and dies without any seamless animation.
- Ghoulish Imps throw flesh gunk with no sound effect. Unfairly Stealthy, if you ask me.
- Arachno spiders still play their mechanized clink-clank sound effects... Although they're most likely organic. Or are they?
- Revenant Phatasms are such a pain to deal with, especially when they spawn a mini-ghost: Moves too fast, go through the wall or turn invisible, launches that freaking skull missile, again, and the melee damage is just too much for a small ghost. I literally have a bad time and get dunked on when this bastard shows up.
I know that some Revenant variants are weak against the incendiary weapons, but can you at least imply this to all of them?
- Do i really have to kill all the Bone Eels to get a perfect kills? Because they're not really of a big threat, but they have super small hit detection and just move too fast.
Speaking of Bone Eels, they play spider sound effects, for some reason. And they turn into a human being if they get burned.
- So i actually can mutilate the hanged corpse props, even the skeletons. And the Skeletons bleed... Would be nice if they drop life essence randomly too.
- Some picked up keys do not display on the HUD properly.
- Wait wait wait... Do cacodemons' spat-out heads actually block my projectile? Because i almost died by launching a rocket in front of caco's face. And i'm pretty sure also they actually can hurt themselves by spitting heads against the wall.
- I think nothing genuinely happens if i get the Guns Akimbo as Doomguy. Do i get some damage boost or something?
- Weirdly enough, the Boots of Jumping randomly sets your jumping heights if you deactivate them. So you most likely ensure the softlock if it runs out of juice.
- Ammo pickup items for Caleb play Vanilla Doom item sound once you pick them up.

- it's lock... You mean It's Locked?

- This underwater switch has no visual cue. No sound, no texture changes.

- This Telephone leaves no message or maybe a hint, that could save your life before it's too late. The ambush happens too fast and it take a while to earn some momentum. How about adding a recorded message? Like: "Turn Back..."

- No matter how i try, i still can't get this megapshere. Is this just a tease or really a thing i can get?

- I honestly think "A Door is now Unlocked somewhere" is at least accurate.

- I think some robed imp does not play its death animation completely.

- The text says i have to jump on that little train and press the eye... Which it does not happen because i beat the level once i step on the train.

- Here's the fix: "This Gate opens elsewhere."


- This section looks rather weird and misaligned.