Posts Tagged ‘Jan Willem Nijman’

Interview: Jan Willem Nijman On Nuclear Throne’s “Feel”

By Graham Smith on October 21st, 2013.

The character design is lovely.

Nuclear Throne is an “action roguelike-like”: a top-down shooter with permadeath, set in a post-apocalyptic wasteland and starring a cast of mutants who need to hoover up radiation to gain in power. It’s fast, frantic, and made by Vlambeer, the two-man indie development studio behind similarly compulsive shooters Super Crate Box and LUFTRAUSER.

Nuclear Throne (formerly Wasteland Kings) is currently available in Steam Early Access, and like those other games, it already feels great. “Feel” is a poisonous word in games criticism though, and I was unsatisfied with the normal language used to describe games like this: “meaty”, “weighty” and “crunchy” only gets us so far.

I wrote to Vlambeer game designer Jan Willem Nijman about how you make pixels bullets feel powerful, and about finding a better language to talk about videogames. He was gracious enough to do the hard work of explaining why Nuclear Throne feels great for me.
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Marine Cor: GO GO MARINE SQUAD!

By Kieron Gillen on July 6th, 2010.

If only you could shoot at the monsters now that... oh, wait.

God help me, I like this. And I’ve also re-named it. It should be called Go Go Marine Squad, but I’ve added an exclamation mark and put it all in capitals. Creator Jan Willem Nijman can expect my consultancy fee invoice in the post. It’s a low-tech first-person shooter, with you controlling a marine whose sense-organs are positioned way outside his body, featuring destructible scenery, multiple weapon types and genuinely pummelling weapon sounds. Oh – and you can get a higher level view of the situation for strategic positioning (i.e. Getting behind them and shooting them). In a cut-to-the-core take on the FPS, it actually kinda reminds me of a micro-scale version of Amiga micro-classic Gloom. It’s about as dumb as toast, which can be a good thing in my book. You can get it from here or watch some low-frame-rate footage below…
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Super Jail Escaper

By Jim Rossignol on April 4th, 2009.


This is about as simple as games get: Super Jail Escaper was made by the splendid Jan Willem Nijman in fifteen minutes. You have to dodge the searchlights. And it’s peculiarly compulsive. The music completes it, I think. Can anyone beat 200 75,000 metres? (Not really.) Pick it up at The Poppenkast.

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4 Hour RPG

By Jim Rossignol on March 20th, 2009.


This is tiny and brilliant. 4 Hour RPG is a randomly generated dungeon hacker made by Jan Willem Nijman for The Poppenkast’s friendly four hour competition. We picked it up via Indiegames, and it’s a riot. The Necromancer is best – I’d love to see this idea developed a little more with some serious player-defined options. The four scenarios require a particular level of character to play properly, so I’ve posted the controls and the relevant level instructions below the cut. A direct download is here.
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