FoonLudum Dare ExplorerUsers → DomNomNom

DomNomNom

Category Medals

YearLDThemeGameDivisionCategoryScore
🥉 2015 34 Two Button Controls / Growing Shot Snap compo Innovation 4.60

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
202047Stuck in a loopTraining Loopjam12963.132.724.253.652.65
201534Two Button Controls / GrowingShot Snapcompo3353.423.454.601.793.322.503.6732
201532An Unconventional WeaponWeird Recoiljam20
201431Entire Game on One ScreenSave The Citiescompo3143.443.502.443.893.783.3135
201328You Only Get OneOne Potcompo9352.351.813.783.001.5333
201326MinimalismNesting compo
201225You are the VillainTroll ballcompo3533.003.073.363.271.602.293.732.8324
201224EvolutionPink Swarm Evolutioncompo2703.152.653.503.202.3539
201223Tiny WorldGet Tiny!compo6282.672.912.093.272.453.0917

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by DomNomNom

LD23 — Tiny World

Tiny Worlds by unigee 2012-04-25T12:44:00

good music
It seems some planets have higher gravity than others but there is no visual indicators of that!

LD24 — Evolution

Sweet Argon by dhasenan 2012-08-27T02:52:00

often in non-completable levels. getting stuck on walls isn't fun.
It seems it's possible to glitch death by holding down escape

DeviLock by Misfit 2012-08-27T03:01:00

Very loud audio
I like the ship control and the little rotation inertia.
It kinda sucks to have to start from the tutorial every time.
There is no indication that the grey-moving things kill you instead of being evolution-blobs
(I played the web version under FF14)

Tactical Binary Evolution Combat (TBEC) by Zathalos 2012-08-27T04:01:00

Could do with a soundtrack.
OMG the text colouring is burning my eyes!

Simulation by CarbonCoder 2012-08-29T04:37:00

Unplayable on ubuntu 12.04
Error loading /select.wav:
java.lang.IllegalArgumentException: Invalid format
Exception in thread "Game Thread" java.lang.IllegalArgumentException: Master Gain not supported
at org.classpath.icedtea.pulseaudio.PulseAudioLine.getControl(PulseAudioLine.java:89)
at engine.util.Sound.setVolume(Sound.java:23)
at engine.util.Sound.play(Sound.java:61)
at com.MainMenu.update(MainMenu.java:31)
at com.Screen.update(Screen.java:32)
at engine.graphics.Display.run(Display.java:54)
at java.lang.Thread.run(Thread.java:679)

Osmosis by prankard 2012-08-29T04:02:00

Physics system is not consistent (not gettting exactly the same results after a restart). have a read though this: http://gafferongames.com/game-physics/fix-your-timestep/
Fairly difficult levels :)
Very shory audio loop.

Technolution by Ninja 2012-08-27T03:30:00

Parralax background would've been nice.
The difficulty curve felt more like a difficulty drop.
My j button feels a little spammed ;)
I don't think the space age was neccesarry, there seems no goal there. i found a green sun but it only seemed as a background. I quit on level 25.

OS: Evolution by zatyka 2012-08-28T00:49:00

It seems physics is affected by framerate and therefore not completable on my notebook.

Mutate by JPatrick 2012-08-29T03:51:00

the character jumps way too fast in relation to how fast he falls.
Try not to spam debug output into console; it often decreases performance significantly ;)

IO VUOLE ZEN by Capro 2012-08-29T04:50:00

Very vaired game, it seems to have some lag/physics/timestep issues. have a read: http://gafferongames.com/game-physics/fix-your-timestep/

Passive by Suffolk and Clever 2012-08-29T04:18:00

Very nice, consistent art style.
nice game mechanics on the enemies.
The guitar solo at the end of each level feels rewarding :)
Fairly challenging levels :)
Window is too large for my laptop.
Theme is not really reflected in gameplay.
quite long loading times for restarting a level.

Passive by Suffolk and Clever 2012-08-29T04:26:00

You seem to use windows line endings for your linux .sh file! >:(

Megavolve by mokesmoe 2012-08-27T03:12:00

Some fairly challenging platforming.
The lack of in-game control hints made me discover suicide and next-level before jump/shoot.
making enemies respawn when re-visiting a place is kinda bad.
There seems to be no way of getting past the black-ground-guys without taking damadge

Orb by ScreamRawr 2012-08-29T05:17:00

The punching somehow just feels awesome! :D

Pink Swarm Evolution by DomNomNom 2012-08-30T08:49:00

@KevinWorkman This one is not based off any of the processing examples. I am also using a completely different data structure which potentially allows more than one object at a position at a time.

My initial idea was to make all movers have colours and if they collide they would combine properties. But a working, interesting and game-like model for this was out of the scope of getting this done in my 48 hours.

also, quoting from the rules: "Base code and personal code libraries are allowed, but should be declared and shared with the community prior to beginning your entry. To do this, make a blog post. "
I made a blog post declaring FireEngine beforehand.

LD25 — You are the Villain

Gameageddon by Polar 2012-12-27T21:37:00

The screenshots are a pretty accurate representation of the game.

Abhorrent by themindoverall 2013-01-01T22:13:00

the hero feels too random and therefore
1.) it doesn't feel as rewarding to dodge him
2.) getting hit by him causes "oh, come on! >:(" moments

Bustin' Out by Jack 2013-01-01T22:46:00

I love the game mechanic of stacking guards and bouncing them upwards!
You should've explored this more :D

LD28 — You Only Get One

Orchid by darwinpek 2013-12-17T19:54:00

A soundtrack would've been nice. Graphics are nice and pixely.

Easiest strategy is to keep peaceful and stockpile up a bunch of nukes. kinda what the US is doing ...

Nukes are the methods of least collateral damage... heh

One Match by Tanner 2013-12-17T20:08:00

Music does not loop properly. (firefox)

It's kinda weird how red things add more wood to the match, fire should burn the match quicker.

Earth Prime by Satyre 2013-12-17T03:01:00

population keeps growing by 0.128, no matter what the multiplier is.

Last of Kind by Mr.Cassels 2013-12-17T07:01:00

The enemies often spawn on top of the thing you're trying to protect

Unknown by Pietro Ferrantelli 2013-12-17T20:02:00

Monochrome suits this game very well.
The game lacks objective, but maybe deliberately so which is interesting.
A soundtrack would've been nice

You only got one minute remaining by Nomad1 2013-12-17T19:28:00

Graphics are fairly consistently good.

The gameplay is very simplistic and easy. once the single enemy finds you (you don't have to look for him) you just face him and shoot. there's no tradeoffs and the time pressure is not really a used factor since it's more of a challenge to not kill the enemy in the time than it is to kill him

Treasure Box Box by triplefox 2013-12-17T02:44:00

Would be nice if you had some sort of rating/submit system for user created levels.

Maybe consider making a subreddit for this

Equals 1 by netguy204 2013-12-17T02:51:00

Nice puzzles. the indicator of the current value is really helpful.

The music doesn't loop for me.

Beep Boop. Where will it go? by PapyPilgrim 2013-12-17T21:54:00

Nicely done.

the difficulty curve is nice.

LD31 — Entire Game on One Screen

Junk heap by Dreii 2014-12-11T04:27:00

nice sprites.
Sound would've made a big improvement

Overall the difficulty curve was fairly good except at the end. There is becomes much easier since once you have the sword you can just stand in the corner and wait for the game to end.


Some UI feedback:
the shadow of the falling enemies should indicate what enemy is going to fall and also should fade in.
The stats at the bottom need units rather than just the format "number (number)"

Sad Little War-Bot by sorlok 2014-12-11T10:07:00

I don't like that the explosions get to you and prevent you from firing more bullets when you fire fast.
In the final boss battle there is no way to tell whether you are making progress in killing him.

Otherwise a solid game

Sad Little War-Bot by sorlok 2014-12-11T10:08:00

I don't like that the explosions get to you and prevent you from firing more bullets when you fire fast.
In the final boss battle there is no way to tell whether you are making progress in killing him.

The explosion sound is way too loud and it's white noise.

Otherwise a solid game

Beats Me by Budda 2014-12-11T06:22:00

nice interpretation of the theme

birdsong by managore 2014-12-30T18:32:00

Wow, I can't believe this is not a jam entry. :D

The quality of the platforming is comparable to Super Meat Boy.
It also has very nice touches like the small random floaty things and the small birds on the left.
Very nice that you dampened the jump sound the pure 8-bit sound would be too sharp.

The only criticism I have is this: it seems to be required to restart (r) when collecting the reward for the 7th (bottom) trial since it is not possible to get back up normally. I guess this may be fixable by putting one-way floors in above that reward.

Crowdsourced by tigerbyte 2014-12-11T06:35:00

I find that it is hard to evaluate whether one round of the game was a success or not. I always get lots of stats at the end. The game never tells me what stat I should aim to increase the most (money earned or fight length?)

some round-to-round progression would also be nice.

Crate Commander by quadtree 2014-12-11T06:28:00

is a nice effect when the walls break.

I feel like there should have more game mechanics rather than just the physics simulation.
for instance invaders that you have to chuck out of the cargo lock.
This is because otherwise the only strategy is to clump up the valuables securely and wait.

Directional lights may work be more suited rather than just point lights.

Brofist Simulator 2014 by Johnro 2014-12-11T06:48:00

this seems to require XNA but you don't ship it with your game so it crashes on launch.

Neon Z City by Odefus 2014-12-11T07:20:00

I like that it is possible to infer a story from your game mechanics eventhough everything is very minimalistic

Attack of the Questionable Snowmen by nine baobabs 2014-12-11T03:55:00

Sound would've improved it a lot.

After figuring out the strategy for killing the hats the game became quite easy.
In the v1 version, I stopped after 116 kills since it didn't seem to get any harder.

Well done for making it run in that small of a .exe

Army's Tower Defense by Armynator 2014-12-11T06:51:00

Getting a 404 error on the page

Rush by Wusakko 2014-12-11T07:26:00

The camera angle is good and the abuse of a physics engine works well.
I'd prefer a level-reset that gives a penalty rather than a full game reset.
I feel like the WASD keys may not be the best way of adding momentum to the ball.

Save The Cities by DomNomNom 2014-12-11T01:34:00

Voting should be enabled now. sorry guys

LD32 — An Unconventional Weapon

Functor by Enneract 2015-04-21T02:12:00

The game looks gorgeous and also sounds nice. My main criticism is that important information on how to play the game is miscommunicated:

When I first started the game, I didn't even notice the text on the side as the challenge was already on and I was blasting away at the towers randomly.
There seems to be no way to see what the maximum tower height is or what specifically to do to reduce tower height. Since big text at the bottom was "tower height" I presumed you just had to dig all the towers as low as possible.

Also the placement of the functions is really awkward as the player constantly has to look back and forth between the corner of the screen and the center. Wouldn't it be better if the two options were on the left/right side of the crosshairs?

I haven't found good use of the sin and rand() functions
they don't seem to do enough to affect the towers.
I find some of the x*x function name misleading: x*x acts more like 2*x rather than x^2. at low values of x (between -1 and 1), x*x should decrease (tend towards zero)

Overall I still enjoyed the experience given it's very appealing presentation.

Exotic Butterfly Net by GreaseMonkey 2015-04-22T00:35:00

Managed to clear easy+normal and get to the boss in hard.
I find the difficulty curve is quite well balanced between the three difficulties.

Some criticism:
- at medium and hard difficulty the boss uses the same coloured projectiles as you do, making them unfairly hard to spot when they are coming straight at from above.
- there is no game over screen after you kill the boss
- there is no clear indication that your hitbox is only your head and your feet can touch projectiles.
- the game doesn't seem to be based of the theme.

Overall, pretty neat that it's a well balanced bullet hell for the GBA

You Are Tim by PapaCheech 2015-04-21T02:24:00

Interesting combination of Sokoban and a company of myself. Once I've started typing in here and the game lost focus it was impossible to re-gain focus to the game to continue playing. refeshing the page reset the entire game.

Super SALT Helmet by DarkwindMedia 2015-04-22T01:57:00

Very well implemented game.
Reminds me a lot of starwhals.
the artstyle and the character select screen are almost identical.
The strategy to win the game is too simple though: continuously charge up and wait for people to charge near you first.

Weird Recoil by DomNomNom 2015-04-21T21:35:00

Realistic recoil wouldn't make for an as interesting game mechanic.

LD34 — Two Button Controls / Growing

Dead Man's Volley by DragonXVI 2016-01-08T13:43:00

Great game.
the bullet hell bits are a lot easier than the sometimes super fast pong balls.

Is some of the content inspired by homestuck?
The music and the player character have quite the similarities

Shot Snap by DomNomNom 2015-12-14T23:12:00

@Magicolo: You don't actually teleport.
It's a bit kinda subtle to realize that only your view is changing but not your position.

Endless Rallye by mnill 2015-12-14T03:36:00

It's a simple game but it seems feature complete for what it needs to be.
The audio does not play in firefox.
For future highscore boards it might be worth to validate the submitted score: You could send a recording of the players inputs to to the server and check that your end up with the same result.
Overall, a small but complete game.

Zen Jen by fluidvolt 2015-12-15T05:29:00

I loved the little touches of "I'm not really hungry" and the end.
The gameplay is a bit simplistic but the narrative-through-gameplay makes up for it.

Walter the Wise by scottrick 2015-12-14T05:07:00

I really like the innovative controls and how they match the quirky wizard going pew-pew-pew everywhere.

Lightning seems to be a bit Over Powered compared to fireballs.

Having enemies that require both types of magic to kill would be a cool extension to the game.

Overall, a appropriate set of unique game mechanics implemented nicely making it fun to play.

Subcell by Chris Delta 2015-12-15T05:20:00

The ship building system is quite impressive for a competition of this scale.

Sadly the combat element of the game suffered as a result as it. I was getting this error for multiple tries after playing for a few minutes main.lua:357: attempted to index variable 'b' (but it is nil)

Reminds me quite a bit of Captain Forever.

Grow and Match by johnnwfs 2015-12-15T05:56:00

Neat game mechanic concept although I found it a bit slow to play and do the actions that I wanted
Swapping the semantics for colours/numbers would be quite cool as that way it's easier to preempt when to move away from a small globe.
Well done for having multiple stages that introduce complexity.

1 Button Wizard X2 by BoxedMeatRevolution 2015-12-15T05:45:00

Quite a wide variety of possible moves and interactions.
Graphics weren't great but it is a consistent style.

Props for having a nice in-game tutorial.
Overall, I did enjoy the gameplay quite a bit.

Circle Defender by daleth90 2015-12-14T04:36:00

Sometimes bouncing the cubes off feels inconsistent in terms of which direction they end up bouncing in.
The yellow-on-white of the player does not provide a lot of visual contrast. Adding an outline to the player would address this.
Do you currently ramp up the difficulty? Spawning less enemies earlier and more later would be a good idea.

Decider in Chief by Forlorn79 2015-12-16T04:34:00

Neat little story game. had me entertained for a few replayes
Some of the "Mission accomplished" links don't seem to logically follow from the actions that were taken.
Since browsers remember which links you clicked on, that makes for a nice way of exploring the options

L00k by sutopat 2015-12-14T04:46:00

This concept about toying with the illusion of depth is similar to how I've approached designed my game: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=8101

This seems to lack both a win and a loose condition. Giving the player a objective would be a much more compelling experience.

Little Big Dash by Evannex 2015-12-14T04:52:00

Cool mechanics.
I find that it can be unintuitive to figure out how how the character will jump given how tall they are. If there was a UI thing (like a dotted parabola) that would how me the jump arc it would make it a lot more fun.

Also the speed of the level is quite fast, giving me almost no time to plan on whether I need to grow or stay the same height.

Overall a decent mechanics-focused entry.

Tap Root by mattlevonian 2015-12-15T05:33:00

Wasn't able to play due to the 2+ controllers requirement.

Whoa, what are you doing with half a gigabyte of assets?

LD47 — Stuck in a loop

Training Loop by DomNomNom 2020-10-06T11:53:24Z

Thanks for the feedback. It's that kind of meaningful reaction to a parameter change difficult to give in general. Maybe having some "debugger" panels where you can see a single state and see the details of the input and output might be a neat idea.

Training Loop by DomNomNom 2020-10-06T12:09:01Z

@witekwitek Thanks for playing. Yeah, the game doesn't really stop you from speedrunning past all the fun. Better win conditions was on the list of things that I didn't have time for. Originally I planned to have a zachtronics-style online leaderboard with verification. With programmatic optimizers you can get Level 2 above -200 average reward.

Feel free to add some images of parameters sets that work well.

Training Loop by DomNomNom 2020-10-26T09:55:16Z

@simex @cfdj43 I added a debugger in the post-jam version :D

Stuck in the Room by ianmust 2020-10-06T11:59:57Z

Very well done on the portal mechanics! I like the attention to detail on 90 degree rotations where the controls only change once you are fully through it.

I thought I was stuck in the game until I read the comments here, since I moved boxes into a corner and then activated the save level a bunch of times so when I loaded, I was essentially in the same spot. Maybe prevent saving if nothing has changed?

A minor thing that could be improved: if no movement key is held, the character should keep visually facing the same direction. Seems a bit odd when I press W a couple of times.

Good ambient sound/music.

The Dark Wages by dmtroy 2020-10-26T10:23:12Z

I managed to get the named tasks done but I wasn't sure whether I've completed the game. I had some objects exit the cube by them flying up when I release them. I'd suggest only making things physics based as necessary, rather than by default. The lack of controls and highlighting of interactibles confused me quite a bit at the start.

The Mysterious Tome: Prologue by m110 2020-10-06T11:42:26Z

Good job finishing a game with a little bit of story! I liked the pixel art at the story moments. For the levels try to keep a consistent resolution rather than mixing high res with low res textures on the same screen.

The main things that I would suggest improving is the movement mechanics: Having no acceleration and more direct velocity control would make the character more responsive. Box colliders are more reliable for players compared to circular colliders in a 2D side-on game. This should also prevent being able to do super jumps on the sides of some objects.

It was difficult to figure out what to do with the gems but I eventually got through it. (be careful of accessibility problems, e.g. hearing-impaired, color-blindness)

I like that everything interacts with the single mechanic of the arrow.

Vrochos by Christos Avramis 2020-10-06T12:22:38Z

I like the minigame approach.

Is it possible to fail the roller coaster one?

That silhouette is a little bit derivative of braid.

The between-scene screens are very nice and chill.

Jungle Jam by Daxic 2020-10-06T13:05:22Z

Capture.PNG

Small things to improve: - gun sprites should rotate about their back. An easy hack is to make the sprite be bigger and filled with transparency if you don't want to do the rotating math. - if you use W for jumping, you can use space for reload (as it's a common action) - feedback on hit would make things feel a lot impactful. even just a brief tinting of the sprite. I didn't realize the boxes were interactible until 10 minutes of gameplay as they didn't react to me inial shot.

Overall I quite enjoyed my time with this game

LoopGame by GandalfTheGod 2020-10-26T10:57:05Z

I like the circular level layout and the player-adjusted difficulty. There's a bug where my character keeps moving upon entering a new area and can take damage during the enemy-select screen. Lost a 126 score run to that :(

A100P by ItsIsaac 2020-10-06T12:44:42Z

Sweet idea and camera angles. The highlighting on interactible objects really helps.

I feel like there's not enough player-feedback on the in game actions. I move things around and I don't know whether that was a good or bad thing. Maybe give stanley an indicator of what he wants. e.g. "coffee = <3" I played on a big monitor - maybe the speech bubbles are a bit small at my resolution.

I like the moving space texture and how positively absurd some of the rooms are.

Void by Frozentape 2020-10-06T11:21:02Z

Nice shaders. Great audio quality. Not sure how it relates to the theme.

Specific things that could be improved: - The audio talks about being near a black hole but the sky contains the earth? Maybe a more obviously foreign planet would be good to. - It's easy to look the wrong way in the airlock and look at the wrong door, maybe some sort of basic decoration on one end of the corridor - Couple of cases of z-fighting (two triangles being co-planar) - Try to avoid 100% black rooms makes it difficult to know whether you are looking up or horizontally.

30 Seconds to Die by Kharath 2020-10-06T13:19:34Z

I found it reasonably difficult to attain and keep powerups as they spawn quite close to the boss.

A small thing to improve: Adding a background texture with a few small stars would help give some context instead of just black which makes it hard to judge speed if nothing else is around.

Overall quite good as the flying mechanic is engaging and there is a good sense of reasonable progression towards the goal.

Hall of Infinity by Skyvastern 2020-10-26T10:41:09Z

I like the greyscale aesthetic. This game should focus on a smaller set of features and explain those better. The wallrunning in the second level is really not obvious that it's necessary or why it would further progress. That "go through 47 doors with no visible progress" part is bullshit.