

But my enjoyment got reduced when I slowly found out about the stat increases with each room completion. Initially, I liked that the game seemed mostly skill-based since you could just avoid all the projectiles and play smart with spacing in the environment. The health and damage output of the enemies increases per room advanced, meaning eventually everything turns into a bullet sponge that kills in a few hits. Mighty Doom is divided into five primary stages, each with 50 rooms (with one exception). All of these issues contribute to an overall sense of repetitiveness. However, both of those alternate weapons are a one-time use with a cooldown, meaning you're just using the default weapon for the majority of gameplay. And finally, you use just one weapon with two alternates - a secondary weapon and a melee weapon. You can also see the patterns of enemy spawns repeating themselves really quick as well, while there are fights later on that are diverse - many of them unfortunately are not. There are a few damaging surfaces like spikes or interactive moment tiles like teleporters, which are nice opportunities for change but are too few and far between.

It might be fun for a little bit, but it'd wear out really fast.
Mighty mod of doom series#
It would be like if Classic Doom was just a series of rooms with some blocks around and all you had was a Chaingun. It makes every fight feel same-y, and there isn't any interesting ways to approach combat. Mighty Doom lacks that - each room is a small rectangle with some boxes randomly littered about. One of the hallmarks to any Doom game is the level design - exploring the environment for secrets or using it to your advantage in combat. I actually like the gameplay, but it does suffer from being repetitive for three reasons: (1) enemy compositions usually aren't diverse enough from room-to-room, (2) you primarily rely on just one weapon, and (3) the rooms are bland in layout. In the later stages, you often fight a diverse group of demons each with different attacks and behaviors, which can be quite fun if not a bit overwhelming in some arenas with tight spaces. Besides that, the actual moment-to-moment gameplay is mostly faithful to the spirit of Doom. Most notably, you cannot attack and move at the same time, meaning you need to strategize when to reposition and when to stand and attack. Mighty Doom is a top-down shooter where you advance through stages - fighting demons, dodging attacks, and unlocking upgrades. It's really unfortunate that this is the case, and is a strong reason not to engage with the game. It's a modern mobile title that's cashing in on Doom Eternal's success and it's an always-online game that likely won't be preserved in the long-term. Unlike the previous mobile-exclusive Doom games, this isn't aimed at being a creative spin like the Doom RPGs or a standalone demake like Doom Resurrection. That's the kind of mobile game that Mighty Doom is. One of the updates increased the cost of unlocking upgrades while also reducing stage completion rewards to make the game even more grindy. There's also a VIP pass you can purchase (no option to buy with in-game currency) to earn additional rewards from completing stages.
Mighty mod of doom generator#
The auto-resource generator was updated to be time-limited to encourage you to login more often - which is also the role of the daily login rewards. You can watch advertisements daily to earn additional currency or boost the auto-resource generator - and can even watch an advertisement to revive once during gameplay. It's typical mobile-style monetization - able to spend upwards to $100 on in-game currency, various resource bundles, and skins with different gameplay effects. Since this is an always-online mobile game, the game's long-term longevity is questionable - so I wanted to document as much as I could, as well as offer my thoughts on the game.įirst, I wouldn't recommend the game just on the basis of its blatant monetization on an unreleased early access game. Since it's been a long time since I covered this game and considering this is a mobile Doom game, I decided to create a new thread here on the Console Doom subforum. So I have recorded over an hour of no-commentary gameplay going over all the stages and taking a brief look at different menu features. However with my new phone, I'm actually able to record video gameplay of Mighty Doom without any crashes - previously, I just took screenshots. Due to some ridiculous changes regarding monetization and hitting a wall in terms of difficulty, I took an extended break from the game.

There was a previous thread on the Doom Eternal subforum where I wrote a few posts commenting on its development. Mighty Doom is a new mobile Doom spin-off based on Doom Eternal that's been in early access testing in Canada and New Zealand for almost over a year at this point.
