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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

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by Finn Stokes

Finn Stokes leaves an average of 3.0 feedback comments each event.

LD34 — Two Button Controls / Growing (6)

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

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.

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

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.

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).

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.

LD27 — 10 Seconds (2)

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.

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

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

LD26 — Minimalism (5)

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!

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!

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.

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.

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.

LD23 — Tiny World (1)

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.

LD22 — Alone (1)

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.