Gloom (video game)

[4] Gloom was developed as an Amiga Doom clone by Mark Sibly (programmer) Kurt & Hans Butler (graphics), Laki Schuster (additional artwork) and Kev Stannard (music).

[6] In January 2017 the assembly and BlitzBasic 2 source code of Gloom was released as public domain software under unlicense on GitHub.

[18] Several developers at Black Magic Software were interviewed, including Mark Sibly, Hans and Kurt Butler, who worked on graphics, and Kev Stannard.

By the time we had to settle on a 'real' name, we threw around some petty weird ones like Gorefest '95, and Bloodbath, but wound up sticking with Gloom.

"[17] The crew behind Gloom met while working on a game together, with Mark describing the situation as "a bit of a drama, to be honest.

We'd gone over there to work for this rich guy who wanted to get into the games publishing biz, but things turned pretty ugly at the end.

A trait noted by Kurt Butler is that many other Doom clones' sprites "don't really stand out from the background graphics ...

[17] A key feature of Gloom is that all enemies explode into gibs upon being killed rather than leaving a corpse, and to promote this feature, a competition was run in The One magazine to correctly match up pictured in-game gibs with what body part/organ they are, with the winner's face being put into Gloom.

[21] The One magazine gave Gloom an overall score of 90%, stating: "The emphasis of the game is on action, and there is plenty of it.

The guns get quite beefy but the ability to carry a massive arsenal and swap between shotguns, bazookas, et al is sadly missing."

The over the top gore and gibbing in the game is fun but I'm afraid the appeal of Gloom was always rather lost on me.