Doom Work cover
Doom Work screenshot
Genre: Strategy, Indie

Doom Work

Our new game was released

Update 7

Version 1.1.3



- Updated tilemap, improving colors
- Added sound when the knife collides with robots
- Fixed R pressing bug in menu screens
- Added fade in menus
- Button collision box increased
- Added player's Steam name in menu screen

Update 6

- Now when the character pushes a box and it touches a wall or box, the character will walk in the opposite direction, preventing him from standing still pushing the box.

- Improved the transition between phases, making it smoother.
- Removed pause from game completion screen, preventing the game from pausing on this screen.

Update 5

- Improved trampoline collision.
- Reworked stages 37, 38, 39 and 46, preventing characters from grabbing after using the trampoline.

- Now pause is not activated on transitions.
- Changed logo from Chronos Game Studio to Guimara Studio.

Update 4

- Fixed treadmill bug "rare bug to happen"

Note: Some players had problems with the treadmill, during our investigation it was found that this problem occurs when the game is running at a very high frame rate, 120 fps, 144 fps.
Analyzing the documentation of the game engine, which by default leaves v-sync enabled, we left the fps unlocked, the game even renders above 2,000 fps, that's when we noticed that the box was completely still, so we found exactly where it was the problem.
I redid the treadmill code and tested it with v-sync off and with rates above 2000 fps, then we turned v-sync on to fix the maximum rate my monitor supports which is 60 fps.

During all of our subsequent tests, we noticed that the issue no longer occurred after we modified the treadmill code.

We are very happy to see our players showing us bugs, as not all scenarios we can predict and only with a broader feedback, it is possible to identify and solve the problems.

Thank you very much for your support.