FoonLudum Dare ExplorerUsers → William Nomikos

William Nomikos

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202046Keep it alive👥Hacker Boyjam2253.993.883.903.663.933.883.713.88

Performance over time

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Mood vs Overall

Comments by William Nomikos

LD46 — Keep it alive

Elements by Sir Magic 2020-04-21T13:20:50Z

This was quite fun to play. Movement felt smooth, player feedback was on point, and the mechanics were fun...

But the music was kickass. Seriously, the music and sound effects made fireballs feel powerful, and made me feel like I was always in the action, even when I wasn't.

The particle effects and the art complimented the game as well. Great job with this.

Finally, in terms of mechanics, shooting projectiles is pretty standard in dungeon crawlers. However, I loved how projectiles would split into a second, smaller projectile on collision. I loved attempting to get a bonus hit on enemies with this mechanic. The projectiles being linked to the player's health is also something I don't see much of. This made me have to manage my health when shooting. While I could spam fireballs if I wanted to, such an action may make me massively vulnerable. I love the idea of this.

If you were to continue with this game, more levels, projectile effects, enemy types, etc., would be real fun (you've played dungeon crawlers before, you know this). Your core mechanics are solid, meaning that however you'd decide to expand this idea, you'd have a good foundation.

Thanks for the game, great job :)

Emergency Call by rootools 2020-04-21T10:33:02Z

I think the wacky player movements and the moving city were very interesting. It was fun to just move around with the player and watch the arm jiggle.

With the game, I found it very hard to control my vehicle properly. There were times, I felt I should've been turning but I wasn't. I also got stuck many times on walls or in pot-holes and couldn't turn around or save myself. This was slightly annoying.

The game was, for the most part, easy to understand. The objective was clearly listed, and it was clear where I needed to go.

Overall, this game totally has potential to become a full game. I think that, with more responsive controls, this game could be really fun.

Also, I agree with @duck-reaction, I can totally see this game being turned into a VR game. The art style and its theme completely support the VR medium.

Good job :)!

The Lamp Man by Jakub Panek 2020-04-21T08:25:59Z

The concept of trying to move people to the next light by moving fuel through pipes was pretty interesting. I like the art in the game quite a bit and the music and darkness created a great ambiance.

I feel like the game was a bit difficult though. I found it hard to tell where all of the pipes were connecting, and didn't notice a way to easily figure it out. If pipe connections were better conveyed, this game would be much more enjoyable (not that it isn't enjoyable, just that it'd be more enjoyable).

Overall though, good job. This game was interesting :)

Protector Of Zinoth by Sinci1 2020-04-23T10:29:52Z

I'm a fan of the style of game you made, and the game itself is fun. Shooting incoming projectiles and spaceships is a mechanic that has been shown to work with many arcade games, and is in itself fun. I really like how you also have your gun act as a shield, so it isn't simply about aiming, but also being sure to defend yourself. This was done well.

As for the enemies, I felt that after the meteors and the UFO, they began to feel really difficult. The space crafts that would fly in and zig zag back and forth, for example, moved too fast for me to skillfully hit them. It felt much more of a random chance I may hit them, rather than me hitting them because of skill. The enemies that shot 3 bullets in a grid at you were also a bit tough, because they were shooting my planet from all directions. If you want to continue to go in the direction of having your gun be your shield, I recommend balancing the game with that in mind, that the player will be unable to block from all directions.

Regardless though, I like what you were going for. I think if you wanted to, you could totally expand upon the mechanic and the game to end up with something interesting and fun. Thank you for your submission :), good work!

How to raise a Demon by zmoa 2020-04-21T11:00:40Z

Overall, your game is pretty interesting. I love the concept of having to search for items to create and strengthen your creature with. I also like how the character has many actions they may perform, as it made me feel like I had options while playing. Overall, good job with this!

I had a few things I think could've been done slightly better. The UI explaining what buttons did was a bit skinny, and it's coloring blended in with the background purple. This made it hard to read.

In combat, I had to get extremely close to the enemies in order to hurt them. This made attacking feel slightly unresponsive. I think a longer attack range would help with this. Finally, when I was placing items, there were times I wasn't sure which items went where. Sometimes, the "Press F to interact" would vanish or not appear at all, so I wasn't exactly sure what went where. With better player communication, the interaction feature could be lots of fun.

I love that time was taken to do voice acting. The sounds felt pretty fun. I really liked the music, though it eventually stopped playing.

Good job overall on this. The game is definitely in its starting phases, though with more time, I'm sure it will turn out well. This is a good foundation to build off of, there are lots of ways this game could go. Good luck with it in the future :)

Flame's Rhythm by Irene Godoy del Pozo 2020-04-21T08:48:33Z

I really loved the art style in this. It felt very natural and scenic. I think the animals were pretty cute and watching them blow on my fire was silly and creative. Good job with this.

With gameplay, I couldn't tell what items I needed to use for which animals. It wasn't clear what something like the slingshot was used for in comparison to the spray bottle, because nothing seemed to occur when I used the items. I didn't know if the items were working or not. If this was conveyed better, I think your game could be great.

Great job overall though, keep up the good work!

FIREGUARD by Puszkee 2020-04-21T08:16:26Z

I really enjoyed the mood of the game. The game's art, music, and style all made the game feel calming and nice. I really liked the concept of being able to set sticks on fire to then launch at enemies. This mechanic was pretty fun. Good job!

Both or Nothing by victor_reiner 2020-04-21T12:40:42Z

I the feel of the game. The darker background art, the moody yet mysterious sounding music, the sound of crackling fire... It all builds up to this amazing story of what's happening, and I love it. These aspects of the game make it feel fun and incredibly unique, even though the gameplay is ultimately making a series of binary choices. So great job on this.

On the gameplay side of things, the game is basic. You can eat or feed the item to the fire. I never seemed to get choices that made me have to think too hard, which was slightly disappointing. In the scenario that the game is expanded upon, I'd love to see more choices with more consequences. Currently, there is the core gameplay, which was implemented well, now there just needs to be more.

Thanks for submitting this game, I find it impressive. Great job!

Also, this reminds me of a game called Reigns by Devolver Digital. I recommend checking it out, it may provide good inspiration :)

PowerCore by ShaubbyPlayz 2020-04-21T12:57:42Z

Overall, your game was fun to play. Running around, shooting enemies with a barrage of projectiles, upgrading my power core and building turrets... All fun mechanics which you implemented well, so great job!

I also loved the main menu art and the simplistic yet intriguing game art. Great job with these.

I have a few nitpicks I want to mention however. First, the turrets didn't feel too powerful. I shoot at such a faster rate than turrets that it almost felt like the turrets weren't worth the money.

Next, enemies would spawn after the wave ended for a short period of time. I'm assuming this is because the game is enabling the text after the last enemy spawns and not when the last enemy is defeated. Regardless, this confused me for a second.

Finally, it took many waves for different enemy types to spawn. The core gameplay is easy to understand. I felt as though waves were dragged out before the game picked up in difficulty. I think that the game, while it is already fun, would be much more enjoyable if it scaled in difficulty faster.

Overall, this game is fun, which I personally value the most in a game. Despite the few nitpicks I mentioned, I could see myself playing this game for a while, before realizing how much time has passed. I hope you decide to expand upon the game - your core mechanic is down, now it just needs more content.

Great job :)

Save the FOX! by Euforia Games 2020-04-21T10:46:47Z

The graphics and lighting used in this game are great. Even though the world is small, it feels super scenic. The sound makes me feel as though I am in nature. I also loved the art used throughout this game. It looked quite nice. Great job on this.

With the gameplay, I found that it was pretty hard to jump to certain branches. It was also possible to ride Lisa and prevent her from moving where she was supposed to go. If jumping were to be tweaked slightly, I think it could be really fun.

With enemies, I wish there was some indicator other than Lisa to show where I was supposed to go. A UI indicator when enemies are off screen would add lots to the game.

Shooting arrows was fun and felt nice, though I think your game would benefit from different ammo types or different enemies. After the first few waves, it began to feel slightly repetitive. However, the core gameplay is there, it just needs to be refined. If this game were to be expanded, I feel like it could end up being pretty cool.

Overall, good job! Thanks for the interesting game

Carnabis by worm00111 2020-04-21T10:23:07Z

Interesting concept. I like the jokyness of the art style - it felt very unique.

I had a hard time understanding what I was supposed to do. The instructions in the main menu gave me the controls and told me my objective was to keep the plant (I love it's design btw), alive. However, I didn't know what the UI elements meant, or what the items did. When I would right click, I didn't notice an effect.

I think text or some method of conveyance is needed on the UI and items. If the game mechanics were better conveyed, the game would be much more enjoyable.

Thank you for the game, good job.

Hacker Boy by Connor0Wolf 2020-04-21T09:21:58Z

@Yoshify Thanks for the feedback, it's appreciated. The dragging Windows was a feature we actually wanted to implement, though we ran out of time to truly flesh it out. I'm glad you enjoyed the game though! :)

Hacker Boy by Connor0Wolf 2020-04-21T09:26:24Z

@draschel Thank you for playing! I agree with you with the Window dragging, it is something we started to create but ran out of time to perfectly implement in a fun way. I'm also happy that you enjoy the the style we went with :). Thanks for playing!

S.L.I.M.E.S. Division by Yoshify 2020-04-21T09:18:53Z

I had a bunch of fun with this. The missile flying felt real fun. It was very satisfying to watch the line be drawn between the missile and the meteor. Blowing up meteors also felt quite fun. The screen shake and effects really built this mechanic. I also loved how the upgrades felt powerful. With each upgrade, the benefits of the upgrade were clear.

The player conveyance of this was also spectacular. I could clearly see when I did something good, or when I screwed up. I was also able to learn the game very quickly. The core mechanic easy to understand yet fun. Once I got the game down, it was simply a matter of mastering it.

The one thing I wish was expanded upon was meteor selection. There were big and small meteors, but I wish meteors had more effects. The game did successfully get harder over time, which kept me playing. I believe that with more obstacle selection, the game could be more captivating than it already is.

This is impressive for a few days of work. I had fun with this, great job! :)

SeaTurtle Safety Squad by PrimalShadow 2020-04-23T10:37:09Z

Your game idea is both really cute and really dark at the same time. The art is lighthearted, and nice to look at. Meanwhile, the poor, sweet little turtles are being swept up by birds, killed by trash, etc. I like the narrative you're telling with this. As a game, it's a cool and unique concept.

If you were to continue with this in the future, I think that the game simply needs more. This is a good level for a game, but I'd love to see the mechanics expanded upon. You have a good basis mechanic for the game that's in a state where you could take it in many different directions. I'd be interesting to see how you'd expand it if you did.

Anyway though, cute game. Good job :)

Nyctophobia by oodavy 2020-04-21T09:01:43Z

The thumbnail art looks pretty nice but the download page downloads a .rar file, which I cannot open. Sorry ):.

Decayed by Phantomcry 2020-04-21T08:31:56Z

I like the ambiance of this game. It feels very calming yet mysterious. The art style used, and how life and death are conveyed really build the mood of the game. Overall, great job on this.

In terms of gameplay, I wish there was slightly more to do. However, the mechanics in the game felt good.

Good work :)

Keep It, Alive' by MarMeron 2020-04-21T08:41:01Z

I like the concept of an infinite runner, but I think there needs to be slightly more variety. Shooting the zombies was nice, but I never saw anything other than zombies. This game became a bit repetitive as a result.

I think that if more was added, the game could be way more fun. I thought your main art was pretty cute and silly. Good job, it's difficult to make a game in such a short period of time. Keep making games and you'll keep getting better! :D

Good Shapes, Bad Shapes by ishmandoo 2020-04-21T09:36:59Z

The ambiance in this game was great. The lights and the darkness really felt polished, making the game interesting to both look at and play. The enemy movement patterns was also pretty unique.

However, I found it difficult to determine when some enemies may or may not move. Sometimes, it felt like an obstacle would pulse or teleport in a strange way. If this conveyance was better, I think the game would be great.

The music in this game was great by the way. I really enjoyed it. Good job!

Mad Antimatter Mania by Draschel 2020-05-10T04:07:26Z

Hey sorry about taking so long to play this (it's been in my todo for since submissions).

I think the game is incredibly interesting. Overall, the game feels pretty trippy (in a good way). The lighting effects and the sound design really make me feel as though there's more to this universe. The way the voices are trying to tell you multiple things at once, in the background, with the blaring lights, remind me of a hallucination or dream. I think that style feels very original. While the bare gameplay is simply a maze, the antimatter chasing you gives me the sense of urgency. I couldn't stand still or think too long, I simply had to go. It felt stressful, but in a good way. The game conveys its emotions well.

When I first played, I went into it with just the bare knowledge the game gave me. It took me a minute before I realized what I was supposed to be doing, but once I did the game felt pretty fun. I think the game would benefit from slightly more player communication at the start of the game, to show the player that they had to move towards the large pillar. As a few other people already said, the sounds were pretty loud (though the sound effects themselves felt effective). Overall though, you did a great job on this. Good job, I had fun!

don´t kill the baby(2 player) by Snarkusius 2020-04-21T13:08:59Z

Haha, this was funny to play. I find the upbeat music while you juggle a baby to be pretty hilarious. The bright pixel art style adds to the dark humor of the game as well. While your game is simple, it was fun to interact with.

Also, you answered the age old question of "How can we make Pong better?" For eons, a solution remained shrouded beneath societal boundaries and crooked politicians seeking only to restrain the truth. Until one righteous hero, Snarkusius, walked fearlessly into the wicked darkness only to return unscathed with an answer: "Babies."

I'm always down to play Pong with Babies.