About Doches


Doches's Trophies

Tastiest Sammich Medal
Awarded by Tyler
on August 21, 2010
The Scrabble Tile for Success in Alphabetical Sorting Position
Awarded by Sivart13
on December 14, 2009
The NP-Complete Award
Awarded by midwinter
on December 6, 2008



ondrew says ...

Awesome, reminded me a lot of "Incredible Machine". The graphics was really nicely polished.

You have to get technical 5 for the torrent :).

jhauberg says ...

As ondrew said, nicely polished. Sounds, music AND a game? Totally makes me look bad :)

If I have to mention anything bad, I guess it would be that the physics tend to bug a bit, and the music dropped unexpectedly at times. I also think it would have been more elegant to let the game end when the ball started resting, rather than allowing the player to just stack up whatever until reaching the bucket.

Oh, and where's the walls of doom?! :)

scionkiller says ...

Really, really well done. Very good polish, I didn't notice any bugs, nice clean art, easy to play and understand, lots of levels, sound and music...

Great, great job. It's a bit weak on the actual theme, but otherwise is amazing.

badlydrawnrod says ...

Very slick. I think I ended up with a similar solution to many of the levels, but very nicely done indeed.

Endurion says ...

Good polish, the physics seem to differ from try to try.

lucasshrew says ...

Great work, really polished GFX...i don't see much of the theme in it, but i like physics based games...

robot_guy says ...

Great idea but I think there is something up with the physics as on the first level 'Just pull the trigger' the ball misses the bucket by a large margin, I assume it's meant to go in. Might be better if you could remove / move the items you add and resetting didn't remove them as it would allow more complex levels. (On MacOS if it makes a difference)

nilsf says ...

Quite polished and nice visual style, but I felt the game didn't really work as a puzzle, pretty much all the levels could be solved by just putting yellow launch pads underneath the ball when/whereever it got stuck.

Covenant says ...

Well, don't feel this really fits the theme, physics were a bit fidgety, but it's an awesome achievement for 48 hours! And yes, it reminds me of The Incredible Machine... Grats!

erik says ...

The physics seems way to high energy for the level design. Perhaps it's a bug as robot_guy says? I'm on 10.4.

Neat idea, nicely polished, but the physics were too crazy for me to feel like I was solving any sort of puzzle.

agj says ...

If it only weren't for the level design! Nice, clean presentation and simple, elegant idea.

5parrowhawk says ...

Runs at 3.82 fps for no discernible reason. Also, most levels can be solved by the calculated application of a single yellow ramp, possibly aided by a down bumper. I only found one level where I had to use blocks at all. Finally, bouncing off the walls is kind of funky - you aren't actually reflecting the vector, or so it seems.
Still, extremely polished and an unusual choice for an LD. Shame about the theme.

georgek says ...

Extremely satisfying and fun. Very good all around, I would just ask for more difficult levels or difficulty ramping up more quickly based on how well you do on the previous levels.

muku says ...

Hm, that was odd. The visual presentation is extremely polished, the game is really nice to look at. The puzzles were... strange. Most often it seemed to be enough to just place one of those right/up ramps directly below the ball and watch it fly into the bucket. I also found it weird that I could still place pieces after I had cut the rope, that felt a bit like a glitch. The physics acted a bit wonky at times. Also, where's your wall of doom? ;)

Still, kudos for giving me a nice flashback to The Incredible Machine!

Entar says ...

Very cool idea and game, very polished, only it seemed like roughly the same solution worked for every puzzle. You just shove it over there, then use a couple of items to make sure it goes in. With some more polish and puzzles, this could be even better.

HybridMind says ...

Made it to pinball wizard and then the game crashed.

Seems like a good start to a game but in it's current state too many of the puzzles are simple solved by dropping a boost ramp on the left and either getting lucky or somethings putting a 'throw ball to ground bumper' above the bucket.

I really like the graphical style of the game and objects and fonts. It looks really pleasant and is a fun environment to hang out in. Seems you definitely nailed the style of a lot of those physics based flash game puzzlers.

I think it just isn't fun or challenging enough right now. I want all those tools to have a use and they just don't yet. Also, I found it frustrating the space bar to 'reset' also cleared my placements. That made everything doubly tedious as I had to replace everything rather than just being able to adjust or nudge a component and 'run the level' again.

Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

Schlepping a canoe across the Andes…

Posted by
Tuesday, April 21st, 2009 1:30 am

Or, to put it more succintly, port. For the questionable joy of those of you wishing to combine your passion for dropshadows, love of BSD, and desire to vote on LD entries: you need wait no longer! I have assembled an OS X port of Put the Ball in the Bucket. Proof:

A confession: I don’t really use the ‘unlikely purple nebulae’ background; I just turned it on for Zomg Running On A Mac appeal. This is exactly identical to the contest windows version, so feel free to use it for judging.

Of course, if you prefer your operating system to hail from Washington State or Finland, rather than California, you can still get the Windows or Linux (i.e. python+pygame sources) versions.

Torrent! (for Windows)

Posted by
Monday, April 20th, 2009 11:51 am

I want to tell you a story, a story about something I hate.

“But why,” you ask, “would we want to hear your story?”

I’ll tell you why: do you know what I hate? I hate free hosting services. And so, instead of my daily dose of self-flagellation I decided to download all of the windows-playable LD 14 games, many of which were hosted on places like 2share, rapidshare, getdropbox, etc. This was painful.

But, like any other zealot who has recently undergone such a rugged purificaiton, I have Good News! Instead of jumping through these hoops yourself, you can instead download this:

Torrent of Windows Binaries!

There. Now I’ve taken away your excuse; you have to vote! And, once you’ve voted, please (please!) take the time to seed this for a week or so. I’m only one man, and, more importantly, I’m only one man with a single DSL connection.

*note: Where possible I’ve included whatever each participant marked as “download for windows” or similar. If a downloadable Java or Flash version was provided, I included that instead of the online version. Where no windows binary was available, I included the source code if it was in a language that (might) run on Windows (i.e. python+pygame, Löve, etc.).

**note: Missing from this torrent are: secret_knitter (broken download link), winferno (broken download link), increpare (OS X only), GBGames (Linux only), and eugman (*nix only). Please remember to look these games up and find a way to play them!

***note: URLs for Flash games hosted online but not linked for download are listed in the file “Links to Online Games.html”.

Put the Ball in the Basket: Final

Posted by
Sunday, April 19th, 2009 6:32 pm

Ok, guys. It’s that time of the weekend. Download Put the Ball in the Basket and give it a try. Windows executable only for the moment; linux and possibly OS X builds later this week.

Titles! Why do they always have to have titles?

Posted by
Sunday, April 19th, 2009 6:14 pm

I swear, the hardest part of LD is naming my damn entries. Of course, that’s usually because they’re not worth naming. Here, though, the problem is different. What do I call this thing?

I also tried very, very hard not to use the phrase ‘build the level’ anywhere in the help text. Because by total accident I did LD #9 instead of LD #14…


Posted by
Sunday, April 19th, 2009 1:34 pm

So I took a break from level design to sneak into my kitchen and see what I could find to eat. Turns out my flatmates beat me to it; I sat down and had dinner with the three of them. Costa Rican stew, rice, fresh carrot cake, and red wine. Yum. Thusly inspired, I completed Level 10:

And, of course, blurry iPhone pictures of dinner (remind me to dig out the real camera next time):

I promise it was better than it looks.

Call me happy, because it’s content time!

Posted by
Sunday, April 19th, 2009 10:09 am

Forgive the pun, but I’m excited. I’ve got a game here, mechanics are all in place and now I’m just building levels. The game is nothing special, just a physics puzzle (“Put the ball in the bucket”) — but I’m fleshing it out with interesting objects and new behaviors. For the next six hours or so I’ll be writing puzzles. How cool is that?

Now, let’s go test the bounds of my creativity. I’m betting it won’t take long.


Posted by
Saturday, April 18th, 2009 6:11 pm

I thought I’d point out that Twitterbot is back up and running. If you’re a twitter-er (a-twitter?) just tag your tweets with #ld14 and they’ll by magically re-tweeted in the #ludumdare IRC channel. If you want to view a log of tweets, join #ld14 in IRC and do (in #ld14, not #ludumdare):

!rss show twitter

If you’re in the IRC channel and you want to tweet out (???), do:

/msg twitterbot twitter identify twitterusername twitterpassword

!twitter status Tweet

Actually, I don’t know why you’d use this last feature — I assume you have a working twitter client. Though I suppose it lets you avoid switching windows…

Also: Please do not spam #ld14! I’ll just have to kill the bot and we’ll all hate you.

Debug mode

Posted by
Saturday, April 18th, 2009 4:58 pm

Been having a bit of trouble with matching up bitmaps to physics objects, so I re-wrote all my renderers to draw wireframes and solid colors instead of gradients and bitmaps. Solid 40fps, and you can switch between quality levels on the fly — a nice side-effect.

Bugs fixed, everything’s in place. Time to start whipping out some gameplay.

Unfortunately, I just spent the last hour reading up on the history of Texas’ annexation, because our sly governor just dropped the word ‘secession’ in a public forum. omgwtfbbq. He’s clearly floating the idea for personal political gain, but still…the phrase “We have an excellent union, no need to dissolve it. But…” hasn’t appeared in serious American political discourse in, what, 150 years? An odd notion to even entertain.

Physics. Objects. Joy.

Posted by
Saturday, April 18th, 2009 4:55 am

Physics objects working, courtesy of the awesome Chipmunk library. You can’t see it in the screenshot, but the level spawns about halfway up the screen, each piece just in time before you reach it, and falls down to the bottom.

Gameplay? I said I had physics — you want gameplay, too? Jeesh.

Gameless Screenshot

Posted by
Saturday, April 18th, 2009 2:53 am

I am so very uninspired this weekend — it looks like I’m going to fall on that (trusty) old standby, the sidescrolling platformer. Having some fun playing around with the visual style, though.

Wait — you don’t see the game in that screenshot? It’s right there! No? Aww, comon:

Yeah, you can really see where my priorities lie. Or at least my ability to prioritize.

Anyway, it’s a wall. It’ll kill…anything on the stage. Too bad the stage is empty. Sigh.


Posted by
Saturday, April 18th, 2009 1:51 am

Man, it’s too early for this. Morning apple pastries, with apple juice for fuel. Apparently I’m going for the GBGames style of LD nourishment this time around.

Did some concept art last night, which I really don’t remember — things got a little bleary around 5am. Still no good ideas, so I guess I’ll just go with a dumb one. Hey, you work with what you got.

First meal

Posted by
Friday, April 17th, 2009 6:55 pm


First meal of the compo. I’m saving off eating it until 4am (start time here), so as to actually eat it during the compo. That’s right. While the rest of you are thinking about themes, I’ll be eating goat cheese, drinking Guinness, and thinking about themes.

Though I’ve already demolished the Cadbury’s. Sigh.


Posted by
Friday, April 17th, 2009 6:38 pm


As though this weekend weren’t going to be masochistic enough, I whipped out a hour-and-a-half warmup Towlr. Download Towld, written in python+pygame+chipmunk.

Sources tomorrow.

#ludumdare is a strange place

Posted by
Friday, April 17th, 2009 3:43 pm

A possible theme?

Refresh. Refresh. Refresh.

Posted by
Friday, April 17th, 2009 2:51 pm

I hate waiting.

In! Again!

Posted by
Friday, April 17th, 2009 2:17 pm

Not about to miss out on a real compo, not when I’ve been looking forward to this for weeks. Doches is in, though I’m still undecided on what I’ll use. First time around was Ruby, second was Python. I had pretty good success just diving in and learning python last time; thinking about doing the same for flash. Or maybe Objective-C. Who knows. Really, I guess it depends on how much I like the theme.

And come-hell-or-high-water I’m doing all the extraneous stuff this time, too. I’m doing this compo right: motivational posters, journal, food. Everything that goes into my stomach this weekend is going to be photographed and blogged in real time. You heard it here first, folks.

Also, I’m responsible for the twitterbot in #ludumdare. If it annoys you, complain to me!

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