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Finn Stokes

Category Medals

YearLDThemeGameDivisionCategoryScore
🥉 2012 24 Evolution Robot Build Fight! compo Innovation 4.26

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201635ShapeshiftPublic Opinioncompo6063.053.303.773.551.822.8345
201534Two Button Controls / GrowingElevationjam2663.593.863.864.322.952.562.9546
201532An Unconventional WeaponCosplay Chasejam8262.842.712.292.592.402.4033
201429Beneath the SurfaceHolyDiverjam5182.963.002.752.612.573.223.242.5745
201328You Only Get OneSensory Deprivationcompo6572.812.693.123.633.0053
20132710 SecondsHuntjam3772.923.132.923.083.232.402.672.8171
201326MinimalismMinimalistic Dota Clone (+ Osmos)jam4262.752.743.143.352.501.942.002.3759
201224EvolutionRobot Build Fight!compo1873.343.204.263.322.291.772.5666
201223Tiny WorldCeliajam493.563.253.223.984.202.802.173.37100
201122AloneTitle Unknown

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 Finn Stokes

LD22 — Alone

Dead World by Saxon Douglass 2011-12-20T06:54:00

Yeah, that was a bit of an oversight on our part. We could have done a much better job with the documentation. The music not continuing after the second track is a known bug that we were unable to fix. It also affects some of the sound effects.

LD23 — Tiny World

Celia by Finn Stokes 2012-04-25T13:11:00

There is a sign in the fourth level that is supposed to teach you to use enter to restart. However I know at least one other person missed it and thus we probably should have made it more obvious. I also agree that r (or both) would have been a more intuitive reset button. I'll keep that in mind if we continue to work on the game

Celia by Finn Stokes 2012-04-26T01:38:00

Since submitting, I have noticed the performance issues on some machines when you are large. We should probably use something like mipmapping to avoid scaling the tileset so much in realtime.

Celia by Finn Stokes 2012-04-26T03:55:00

stigmawall: If you are talking about the bounding boxes on the tea pickups being too large, I completely agree. That was a mistake I made assuming that they were graphically the same size as the cake when in reality they were slightly shorter and didn't notice the difference until it was too late.

Celia by Finn Stokes 2012-05-02T01:55:00

sebbu: I'm not really sure why you would be having these issues, I haven't heard of anyone else having a similar experience. Could you give more details so we could try to reproduce your problem?

Jezzamon: The music guy actually did the music for several jam entries and didn't end up spending as much time on ours as others. I was thinking exactly the same thing about the looping levels, but we ran out of time to do anything. The parallax was originally correct but it seems that it was broken during refactoring. These are definitely things we will try to work out if we keep working on it.

gritfish: I agree that the tea party level needs a lot of work. It should probably be a lot shorter and have most of the jumps impossible if you are small.

IÄTI by gnx 2012-04-29T13:40:00

Great game! I loved the core concept and there was enough complexity in the block interactions to keep things interesting.

LD24 — Evolution

Robot Build Fight! by Finn Stokes 2012-08-27T01:42:00

Yeah, I would have loved to add a lot more feedback on a range of things but I spent way too long playing with wireworld and the editing interface and ran out of time for such things.

Robot Build Fight! by Finn Stokes 2012-08-30T11:39:00

Windows executable added. Sorry it took so long, I kind of forgot.

Robot Build Fight! by Finn Stokes 2012-08-31T14:44:00

I will release a post compo version some time after judging is complete (since the multiplayer makes two competing versions undesirable) that will include pretty much everything that has been requested and more.

Robot Build Fight! by Finn Stokes 2012-09-04T01:52:00

Ragzouken: I am hoping to add both a tutorial and a clipboard with both prebuilt gates and any structures the player wishes to add. In theory, moving up close and using the claw should beat the rocket, while using just the laser should beat the claw and just the rocket should beat the laser.
Milo: Yeah, that was a big problem that I missed while rushing to get everyone done. In the current development version input pulses are all synchronised with predictable timing and the electron positions reset after each battle so that clocks remain synchronised with the inputs.

LD26 — Minimalism

Robot Boogie by Skulls 2013-05-03T02:23:00

Nice audio and really cool transition at max combo. The gameplay itself was solid although it felt like there was some excess complexity.

Fractured by dalbinblue 2013-05-03T05:44:00

Great minimalism, using only walking plus (approximately) two environmental mechanics to produce an elegant little game with great visuals and audio.

I love the way you teach the mechanics implicitly by beginning with simple levels that convey lessons through play. It is something I try to do as much as I can and this is as good an implementation as I've seen.

As has already been discussed, all it needs is an elegant solution to the feedback problem and possibly a mild softening of the difficulty curve.

Well done and good luck if you take this further!

Sequence Initiated by mildmojo 2013-05-07T08:01:00

While it was rather lacking in gameplay, the controls felt really nice on a touchscreen so, as it sounds like your main goal was developing these controls, well done!

Saishou Sentou by Joshua Douglass-Molloy 2013-05-03T02:15:00

Really nice minimalistic game. I found the way the cover worked a little confusing but overall a really good take on the theme.

Minimalistic Dota Clone (+ Osmos) by Finn Stokes 2013-05-03T01:59:00

The DNS for the website the executable was hosted on went down for a bit. Does it work now?

Minimalistic Dota Clone (+ Osmos) by Finn Stokes 2013-05-03T03:40:00

We didn't get around to implementing any form of lobby so when you start running the server it will jut sit on a black screen until a client connects. If you want to try it out single player (won't work particularly well as there won't be much challenge), you should open up a second copy of the game and conect to 127.0.0.1 (localhost) with the default connect port (same as server) and a different listen port.

Minimalistic Dota Clone (+ Osmos) by Finn Stokes 2013-05-03T05:00:00

Interesting, I just tried with IE10 and just got a warning that it wasn't a commonly downloaded program (which is not surprising as it has only been rated four times). If you would prefer, you could just download the source and follow the Linux instructions

Minimalistic Dota Clone (+ Osmos) by Finn Stokes 2013-05-03T06:27:00

@netmute There are instructions to run it on OS/X. I've added a download link to make it more clear.

Minimalistic Dota Clone (+ Osmos) by Finn Stokes 2013-05-03T11:40:00

As people have suggested I have made some slight changes to the network connection, changing the default listen port for the client and not opening the game window until both player are connected to avoid looking like a crash. I am also working on a lobby that will make it easier for people to connect to one another (this will just forward messages from one client to another so I don't feel it breaks the rules). This should help people try out the multiplayer.

Minimalistic Dota Clone (+ Osmos) by Finn Stokes 2013-05-03T17:23:00

I have yet to work out how to add a lobby without significantly altering the game, so it needs another player to connect, either over a network or if you want to just try it out with no opponent you need to run a second copy of the client and connect to localhost (127.0.0.1) as described above. I will add this to the instructions to make it clearer, although it doesn't really play properly as there is no ai to control the opponent.

Ludum Amare by Jaime von Schwarzburg 2013-05-03T02:20:00

Really nice use of a single simple mechanic to drive the whole game. As others have said, the controls were confusing. I think they could just have done with some explanation.

LD27 — 10 Seconds

Duel by zlowrance 2013-08-27T04:01:00

Cool concept, I like the use of semi-synchronous multiplayer.

Adventure Company by Mark Venturelli 2013-08-29T16:05:00

This is a great game. I love the tactical positioning and the fact that once you understand the game, every death is due to some obvious tactical error. However, it takes some time to get the hang of the tutorial level, so I think the difficulty curve needs a little work, and restarting the game on death is painful.

Hunt by Finn Stokes 2013-08-28T02:50:00

It should work. What version are you running (windows or web) and if web, what browser? Also, what gamepads are you trying to use? It has only been tested with Xbox controllers and one setup for Playstation controllers.

Hunt by Finn Stokes 2013-08-28T03:03:00

Oh, the other possibility is that the join screen just isn't clear enough. When you start up the game, at least two players need to press A to lock in their character before you can start.

Hunt by Finn Stokes 2013-08-29T11:49:00

Yeah, we should probably mention that we use a lot of graphics from the open bundle, I'll add that to the description.

Hunt by Finn Stokes 2013-09-08T07:26:00

The orbiting balls simply display how many boosts you have available. The player that is red kills anyone they touch, and all other players do nothing. The premise is that the red person hunts the other players for 10 seconds, then a new player becomes red.

LD29 — Beneath the Surface

HolyDiver by Finn Stokes 2014-04-29T01:14:00

Good point about the single player version, I had been considering that myself and hadn't got around to it. I implemented an extremely simple AI and uploaded it as a separate version of the game just as the submission hour started. It should probably be accessible from some sort of in-game menu but I'm out of time to implement that. I'll upload a windows executable when I get home this evening (GMT+9:30).

HolyDiver by Finn Stokes 2014-04-29T13:48:00

Okay, I've added the windows executable for the single player version and actually uploaded the correct archive for the python download of the single player version.

HolyDiver by Finn Stokes 2014-04-29T13:49:00

Siewart: Thanks! The controls are a little unintuitive. If we worked on this more, we would like to change them to something better, but haven't come up with anything yet.

HolyDiver by Finn Stokes 2014-05-01T01:49:00

4sap: Are you running it in a terminal? If so, does it give any sort of error? If you don't already have it, you will need to install PyGame (http://www.pygame.org/).

LD32 — An Unconventional Weapon

Cosplay Chase by Finn Stokes 2015-04-27T06:42:00

I have added a windows executable, and optimised my view calculation code so it should be much less laggy.

frnknstn: Thanks for those more detailed instructions, I probably should have written something like that up in the first place. Our local venue went pretty well, not quite the turnout we might have hoped for, but the people that came along seemed to have fun and made some cool games.

LD34 — Two Button Controls / Growing

Kubble by MemoryLeek 2015-12-24T22:49:00

Really nice game. I like the use of environmental mechanics, leading to a two button game that does not feel clunky.

A couple of suggestions for minor improvements, similar to what others have already said:
- The difficulty curve could do with some work
- The camera should probably take all of the cubes into account, as there were a couple of times that I couldn't see some of my cubes (such as at the end of level 3).
- I feel like the freeze icon should disappear a turn earlier (right after your last frozen turn) so you know the cube is about to move. Currently it seems to show whether your cube was frozen in the previous turn, whereas I think showing if it will be frozen for the next turn is more useful (might be fixed by the addition of countdowns).
- Perhaps an indication of the range of the bomb would be useful.

Button Sniper by BubuIIC 2015-12-26T00:10:00

Nice take on the theme and a fun little game overall!

This is a game I would love to see taken further. There is definitely room for more exploration here, both with the mechanics you already have and adding more (perhaps wind/repulsors, other switches that change the level in some way, teleporters/portals, or other projectiles that you can ricochet off like pool balls). If you are working on it further, a predicted path like in peggle while holding down the button might also be nice.

Fun with magnets! by Ithildin 2015-12-27T01:55:00

Nice game, the idea of attraction/repulsion as a control scheme was really cool. You matched the theme well, but I feel like the game would be better with an easier control scheme (allowing for harder puzzles).

The game seemed more about electric charges (or magnetic monopoles) than real magnets! :P

Owan by Herzucco 2015-12-25T23:33:00

Nice game, with a cool use of the theme. My only complaint would be that there weren't enough levels that required actual puzzle solving rather than just following the path before you (this was really good for teaching the mechanics, but once that was done I would have liked more opportunities to solve some puzzles with them).

Pong Breaker by alliel_a 2015-12-26T08:17:00

When I try to run it on 64 bit Arch Linux, I get a segmentation fault. SDL: 1.2.15, SDL2: 2.0.3

Perperuna - The Rainmaker by greeboCherry 2015-12-26T08:37:00

Cool idea and good use of the theme! I love the way the clouds grow in the background as you play.

It is a pity that the gameplay rhythms aren't connected with the bacground music.

Elevation by Finn Stokes 2015-12-25T23:00:00

Thanks for the feedback everyone! I'm glad the work we put into getting the level progression right paid off.

mahalis: That is a good suggestion, and it should be relatively easy to implement in a post-ld build. We already detect that situation, but currently disable collisions with moving elevators under those conditions. Reversing the direction of the elevator is a much better idea.