Corridor
This isn't Doom. It's a small first-person engine built the way Doom's was: one ray per screen column, walked cell-by-cell with the DDA algorithm, walls shaded by distance and side. Six sprite enemies are resolved against a per-column z-buffer so they tuck behind walls correctly. Click the view to lock the mouse.
WASD move · mouse to look (click to lock) ·
←→ turn without mouse · click or Space to shoot