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John Teasdale

A member registered May 21, 2018 · View creator page →

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Rad look! The graphics were killer. Coupla notes:

  1. I thought I was hitting everything because it would dissapear as soon as I passed it. Maybe wait until it's off camera to get rid of things. 
  2. The buttons in the menu did not work well. I had to hover the 'Play' button hard to get my mouse to click it. I could not change the Player name as much as I tried. 
  3. It kept saying "half speed" but I didn't know if that was because I was being punished and slowing down, or halfway to full speed because I was doing well. 
  4. Probably not necessary, but putting some bounds on the camera is probably a good idea. 

Of course, I wouldn't have many opinions if it wasn't fun. 

Also, I have to say the tutorial text in the walls was perfect.

Cool game! Def had to read the tutorial. 

Cool Dark Soulsy vibe. Awesome graphics; the light shading is really artfully done. Awsome audio. It was hard to play.  I feel like my controls broke whenever I was near a candle or a fireplace. I don't know what the white "interaction" icon was supposed to mean and when I'd stand next to those things my character would stop walking. 

I love the pixel art and the aiming mechanism is G.R.E.A.T. great. It felt impossible to excape the axe peple once they got you. 

Amazing art. Looks awesome. Switching between characters feels awkward, but that might be a skill thing. There is a lot of exposition in the beginnning. 

Had to watch the tutorial. Music was quirky and cool. Controlls felt really unintuative for what is essentially running around and clicking. 

Please build for mac?

Cool graphics and audio. Controls were mostly tight, except when trying to turn and shoot fast. Knights felt like they posed no threat at all. Archers were only effective when they shot at you from offscreen. A little better ai for the enemies would make all the difference for this guy, but a great job for a week!

Crashes on mac for me as well. 

Great local multiplayer game, reminds me a lot of "Hidden in plain sight". Controls are smooth. Audio could be louder. Requires two players. 

Really slick storytelling. Very immersive. 

Thanks Knives! I'm glad you were able to figure it out. I was going for a little bit of frustration to help build to that AHA! moment. 

I'll address your feedback inline. 

The "flashlight" feature, or w/e, seems to cause a bit of weird texture glitches

  • Agreed. Actually creating a nice look and feel is the thing I have the least amount of experience in, so it takes me the longest and I have the least time for on jams like this. I'm sure I'll get better and faster over time. 

The green button resets the door opening each time you press it, instead of just extending the timer

  • This is actually by design. It could more elegantly close before opening, but the door opening is the only feedback the player has for how long they have left to get out. 

Getting thrown around the room and dealing with invisible walls can be a bit confusing and frustrating, so it makes it seem like the controls are a bit clunky and non-responsive

  • This is the one bug I keep forgetting to fix, and has to do with the default behavior of physics collision bodies when one of them ends up inside another. In the 'optimal path' I mainly use for testing, this doesn't happen, so I forget about it. Maybe I'll fix it now!

Thanks again for your feedback. I'm looking forward to seeing what you've made too. 

Ahh! I got stuck at: 


"You can heat up the screwdriver to melt the plastic stopper on the window! How would you be able to do that?"

Slick new take!

I ran into a couple of problems with collisions near the edge of the force field, and it was frustrating to be slower than the ball, but I enjoyed getting to level 4!

I escaped!