View Profile Fooliolo
Eh? What you want?

32, Male


Olympia High School


Joined on 5/1/05

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Recent Game Medals

382,110 Points

The End? 25 Points

Reach the end of the game... Or is it?

Not Hard Enough 50 Points

Go from the first checkpoint to rescuing Lynne in the hard difficulty

Fire it up! 25 Points

Light the only working fireplace!

Purple Key 25 Points

Find the Purple key!

Puzzler 50 Points

Solve a puzzle

Sleep! 50 Points


Help Grandpa 25 Points

Help Grandpa

Horsey 25 Points

Clean the horse stall.

Piggy 50 Points

Fatten up the pig!

Word! 25 Points

Solve a word puzzle!

Latest News


So last time I participated in Stencyl Jam, I believe it was for a major version release.  I want to say 3.0...?  During that time, I discovered for myself just how unoptimized it was, and at the same time, someone released the flash version of the original inspiration for my game.  Comparing my in-development Stencyl build, and the native Flash build just led me to give up on the Stencyl Jam.

This time, it is a Stencyl Jam for the 3.3 release version, as far as I know.  Or it could just be a promotion, I don't know.  I intend on completing a game this time, and I have some peers that I'm trying to pressure into helping me :D

The goal for this project: a metroidvania type of game, with lots of puzzles and lots of elements.  All my ideas in the past have been too ambitious for the platform I was trying to make it on, so this time I'm going with a tried and true formula, no bullshyting with prototypes.

And here's the schedule I expect:

  • 3 days: Learn Stencyl basics (again), discover just how bad it is again.  DONE.  Gotta admit, they got their act together when giving people options that are much less loaded, computationally speaking.  It's far from bug-free however, and their code API is still consisted of 95% function signatures and 2% actual description.
  • 1 week: Get up to speed with what Stencyl's capabilities are, by building rooms that contain the puzzles and mechanics that are intended to go into the game.  Get some sound and art guy on board.
  • 6 days: Create a design document, including the expected sequence, and mechanics.
  • 2 weeks: Plotting and creating the playable world.  Maybe throw in a story.
  • 2 weeks: Playtest and polish the fk out of the game.

That said, here's what the actual schedule is probably going to be like:

  • 2 weeks: Get up to speed with what Stencyl's capabilities are, spend 75% of that time trying to figure out why things aren't working.  Hooray software development!
  • 4 weeks: Abusing agile design practices while trying to grind out the game.  Get a sound and art guy on board.
  • 1 week: Playtest and polish the fk out of the game.  Realize the deadline was passed.


Wish me luck!

Latest Shared Creations

Level #00046

Added to user tracks for Motorjoust Jul 5, 2013.

Hexagon Trace

Added to levels for HEXEP Oct 29, 2012.

black and white planet

Added to drawings for The Drawing Grounds Sep 4, 2012.

Knuckstrike's map

Added to map design for Hurry Up Bob: Map Editor Dec 16, 2011.


Added to level for Gap Monsters Jul 26, 2011.


Added to level for Gap Monsters Jul 26, 2011.

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