I made a DOOM demake (2DOOM) for fun
A bloody cute 2D DOOM demake
I made a DOOM demake (2DOOM) for fun launched on May 28, 2019 with 55 votes, #815 of 3,072 launches that month and more than 90% of that year's launches. The site was still online in September 2026, 7 years on.
In plain words
2DOOM is a 2D fan-made demake of the classic DOOM franchise, featuring cute pixel art paired with intense, violent gameplay. Players take on the role of a Marine fighting a demonic invasion on Mars, armed with iconic weapons like the shotgun and BFG. Despite its charming visual style, the game delivers a bloody and challenging adventure that reimagines the original FPS experience in two dimensions. This non-commercial tribute offers a unique perspective on the DOOM universe.
written from the facts on this page · September 2026
From the sources
The creator of this page has specified that it contains mature themes and content. Please enter your birthdate to verify you are 18 or older: 2DOOM is a 2D demake and tribute of the most famous FPS. Despite its cute pixel art, prepare for an intense, violent and bloody adventure! Disclaimer: this is a non-commercial, unlicenced, fan-made game. You're not the hero. You're just another Marine lost on Mars in a demoniac invasion. But you know how to use a shotgun and a BFG, you've been trained for that. Re-discover the DOOM universe in this unique tribute and discover a new part of the red planet. 2DOOM was a good way to try GameMaker Studio 2 and was never intended to become a full game, so…from 2doom.itch.io
Does a similar job
all alternatives →- KRKiDoom – Running DOOM on PCB TracesNov 2025 · mikeayles.com · ▲362
I got DOOM running in KiCad by rendering it with PCB traces and footprints instead of pixels. Walls are rendered as PCB_TRACK traces, and entities (enemies, items, player) are actual component footprints - SOT-23 for small items, SOIC-8 for decorations, QFP-64 for enemies and the player. How I did it: Started by patching DOOM's source code to extract vector data directly from the engine. Instead of trying to render 64,000 pixels (which would be impossibly slow), I grab the geometry DOOM already calculates internally - the drawsegs[] array for walls and vissprites[] for entities. Added a…
I made a Doom-like game fit inside a QR code2025 · github.com · ▲531I sometimes pick up random projects just because I can, this was one of those times. I made it as a week long project a while back this year but never shared here, so thought to go for it haha. I created a game inspired by Doom and the backrooms called The Backdooms under 2.4kb in minified html. (for reference, this entire post would be around 1.8kB haha) I had to use a not popular way of using GZip with Zlib headers (had to write my own script for compressing it, also in the repo) to eventually convert it a size 40 QR code that works right in your browser using Decompressionstream API. This…
A Marble Madness-inspired WebGL game we built for Netlify2024 · 5-million-devs.netlify.com · ▲616Hello HN! We’re a small creative studio specializing in real-time 3D experiences. Netlify approached us to design and build an interactive experience to celebrate reaching 5 million developers. Inspired by the classic game Marble Madness, we created a gamified experience where users control a ball through playful, interactive levels. The goal was to blend marketing content with the look and feel of a game to engage users. The app is built with Three.js [1], using our custom render pipeline and shaders, and uses Rapier for physics simulation [2]. The 2D content is overlaid on the WebGL view…

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