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DOOM CAPTCHA

doom-captcha.vercel.app

101–110 of 292 posts

Re: DOOM CAPTCHA

#101
post #39

Earlier quoted context omitted.

Unfortunately very specific to QWERTY layouts:(

That depends entirely on whether you opt to do the compare by code or key. E.g. in JS KeyboardEvent.code == "KeyW" may resolve true even though KeyboardEvent.key == "W" may resolve false because the user is on AZERTY or what have you.

Ergonomic keyboards on software like ZMK or QMK actually change both iirc, so that's a no go for external keyboard users.

Re: DOOM CAPTCHA

#103
Very cool.

Suggestions:

- Make the player immortal by default. Also all weapons by default.

- Add strafing, if possible.

- Make the player go to the level exit to finish the captcha (maybe a custom short map?)

- A simpler version for mobile could be the original 3x3 captcha square with enemies attacking you. Tapping on enemy squares would kill them.

Re: DOOM CAPTCHA

#109
post #98
post #72

Earlier quoted context omitted.

You don't even need to cheese it when everything is client side, so there's no way for the server to verify you actually killed the required amount of enemies.

it's a PoC

What part of the concept was proven?
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