v2.1 has been released. Main reason for the patch is to fix a pretty nasty thinker leak that was happening on a few levels, please try it out if you were having performance issues before. Other highlights include alternate E1M7 generators, and Homing Beam buffs, as well as lots of minor polish in lots of little areas of the game.
Read the changelog here:
https://tehrealsalt.itch.io/snap-the-se ... 21-release--------
(Not quoting directly but thank you Captain J for the extensive feedback, I've fixed a few things in the patch

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doomduck wrote:1- Some way to switch powerups. Sometimes I'll end up getting a powerup which isn't really useful for the current situation, like getting a medium-range weapon when there's a lot of enemies shooting me from a distance. Maybe add a feature like in Castlevania SOTN, where you'd drop you current subweapon when getting a new one, so that we have a chance of getting our previous powerup back. Or maybe just add a secondary powerup slot, like in Contra.
I definitely agree with the problem and want to solve it, but both of those games' solutions wouldn't work unfortunately. I did code CV-style drop your item behind you, but it was problematic for different reasons (lots of accidentally running over dropped weapons in fire fights). With both solutions, a big part of how some Snap levels are designed are that you can trade in your existing weapon for ammo ... if kept as is, the "optimal" way to max out ammo is to intentionally get a new weapon you don't want, then backpedal into your old one, which is just a dumb chore I don't wanna encourage. If the ammo is stored in the weapon powerup itself, then it'd mean doing another big pass over all the levels again to make sure nothing's too stingy, which is just me being sick of polishing Ep. 1 levels for months now and I wanna just get to making new stuff already

I already started on a different solution, dunno if it'll be a patch or just saved for Episode 2. I take the opposite approach of requiring more player input to pick up weapons at all so it's simply harder to do accidentally, by making you have to break open item cans by kicking them. Has its own set of challenges (making sure the player knows how to do it, and making sure its not too disruptive), but they feel easier to solve to me.
doomduck wrote:2- Getting more use out of the energy bar. The Septacrash is a lot of fun to use, but you only rarely get to use it. Maybe let the player do a less powerful special attack at the cost of a star or two.
I wouldn't rule it out, never know if I get a really cool idea for it ... but if I did one I would want something that can compete with the usefulness of Septacrash, which I'm not sure if I can lol.
doomduck wrote:3- Probably not the direction you guys wanna go with this game, but the ability to jump would be nice too. Not only platforming would give a lil bit more variety to the game, but jumping would also give us another option for dodging enemy projectiles (which can be very hard sometimes with the current moveset)
Yeah, jumping's just not something we're interested in. I made that decision day 1 just 'cuz I don't like designing levels & enemy patterns around it ... just lots of little annoying easy to miss exploits. Someone finding last minute dumb exploits with just being able to crouch is already enough hassle for me! Lots of other Doom mods do jumping & platforming enough anyway, and probably way better than I could, so I just wanted to stick with more classical design. Plus I've actually received compliments for sticking to shooting, since shoe-horning in platforming is a really easy idea for a game with this art style, so I'mma stickin' to my chops on this one
