Hi there!

My name is John and you found my website! I make Flash games and do other things. I have this website as a sort of homestead for myself and my work. Thanks for visiting :).

Latest Projects

  • TITOL3

    TITOL 3


  • Chuck the Sheep

    Chuck the Sheep


  • Coinbox Hero

    Coinbox Hero


  • Exit Path 2

    Exit Path 2


  • Soviet Rocket Giraffe

    Soviet Rocket Giraffe Go Go!


  • Elephant Quest

    Elephant Quest


  • Flock Together

    Flock Together


  • Treadmillasaurus Rex

    Treadmilla- saurus Rex


  • Anglebeat

    Anglebeat


  • Achievement Unlocked 2

    Achievement Unlocked 2


  • Exit Path

    Exit Path


Keep Tabs




  • Garrett

    I dont know about you guys, but i cant get past level three, maybe i need more turrets and fewer upgrades…

  • Quix

    …I can’t even beat level four…it’s impossible…

  • Adam

    Beat it on my second try. What I did is made sure I could buy elevators at the first available opportunities, loaded them all with turrets, and didn’t upgrade at all until Day 15.

  • Euclid

    It’s a very hard game. But I’d make try again allow you to redo the level, not be the same as main menu.

  • Euclid

    Tried again and made it to level 13 or 14. Not sure which. Definitely a game of quantity over quality.

  • FALK

    kinda easy…

  • Euclid

    It would be nice if you could upgrade your character too. Nothing dramatic, but he becomes fairly useless beyond a certain point, and boring to use even earlier.

  • http://jmtb02.com John

    @Euclid, the game before launch could actually handle the player being upgraded but I didn’t put it in due to overcomplexity. Possibly in a sequel we can revisit that.

    How it used to work was that you could update your player’s gun for 10k an upgrade, which gives a +10 to attack each time (each enemy is about 10 pts higher than the previous in health).

    There’s so many features that got cut due to complexity. For example you used to be able to upgrade your turrets mid-battle and sell them for other upgrades. The player used to carry his own health bar. When you put a bunch of complicated stuff together the game lost its fun.

    Anyway, yeah, hope you guys enjoy :) .

  • Garrett

    Yay, I’m a survivor.

  • Redliw

    Very easy, shaft only got hit on one level.
    But tested by Tasslefoot? As in Tasslefoot from Flash Flash Revolution?

  • odinthecrab

    I can’t drag the elevators for some reason. Is this just a bug on my end or is anyone else experiencing this?

    Here’s my config, for quality reasons.
    MacBook — 2GHz Intel Core Duo
    1 GB DDR2 SDRAM
    Adobe Flash Player 10
    Played on Safari 3.2.1
    Armor Games portal.
    I’m using a trackpad, so does that have anything to do with it?

    Thanks.

  • Xanth

    I found it preposterously easy :\

    Never got hit at all.

  • odinthecrab

    Nevermind, I found the problem. I wasn’t clicking the right object.
    I was clicking the “elevator shaft,” rather than the elevator.
    Sorry.

  • Focus

    I found it preposterously hard. Can’t get past level four.

    It seems there are certain combinations of turrets / upgrades that make the game really easy, and make it impossible if you don’t get them right.

  • Euclid

    I’m flattered that the creator found my comment worth responding to.

    But the way it feels, with the player static, is that the player in its entirety is unnecessary complexity. It’s only really useful for the first couple of levels, and then using it just becomes a chore, and not even a necessary one. In fact, I’d say it actively interferes, in case you need rapid elevator switching. If the player could grow, or even just upgrade gun types (say, player starts with equivalent to a level three basic turret, and can upgrade one turret type at a time up to a level three laser turret), the player would be a lot more relevant, and a lot more interesting.

    As things stand, because of the irrelevance, the player feels only half-made. I think the game would be stronger, from a gameplay perspective, either without the player at all, and starting with some money, or with an at least somewhat upgradable, scalable, and hence more relevant player.

    Due to the concept of the game, the removing the player isn’t really an option. But the latter was, and I think would have helped. I’m overstating things somewhat, I think, so sorry about that, but I think my point remains fairly valid. Even with this flaw, though, the game is still very stylish and well made. I’d definitely support a sequel.

    Completely unrelated to that, but is a basic blob on level fifteen the same as a basic blob on level one?

  • Euclid

    I got a weird glitch where I was able to upgrade a tower mid-level. It was a missile turret. You might want to look into that.

  • http://jmtb02.com John

    Thanks for all your feedback Euclid. I share many of the same thoughts, especially after looking back.

    The first intention was that the player transitions from asset to liability, as elevators start to fall and enemies start to reach harder difficulty and no longer can be destroyed easily… and beat up your player (health bar was removed later from game). And in the future I think we’ll need to bring it back, especially if the player has RPG-style stats. I want to reward the player for kills without the turrets in the next version.

    This project was a proof of concept; it works, so in the future I’ll really nail down the features and gameplay.

  • Euclid

    Definitely reward the player for kills without the turrets. Even that might be enough, if it gave a good enough bonus. I don’t think the player should actively become a liability; that doesn’t seem much fun. Similarly, a health bar gives little reason to advance the player beyond the relative safety of the elevators.

    And again, was Try Again really supposed to be the same as Main Menu?

  • http://schocker.sitefrost.com Schocker

    Yayness! I beated it. ^__^ On my second try. No so hard, but remember: always afford new elevators, when you can, and pack them with weapons. :) Oh, and I had only one Power Blast, or something like that, this hing, that pushes enemies.

  • Euclid

    I actually found that you can get by pretty well with one less elevator than there’s room for. Also, the laser turrets are really good.

  • Euclid

    Also, some other strange glitches. I teleport whenever a laser turret fires. It’s not all the time, but most of it. And things sometimes glitch when I try to move the elevators.

  • slaix223

    Funny, I found that the player was the most useful character out of everyone, if only cause I could fire so fast that I was more or less killing everything in sight on the floor I was on. The only time the player wasn’t extremely helpful was when dealing with the obscenely large creatures from like floor 10 on, that was about it though.

    Also, I managed to somehow break the money variable. It occurred shortly after I sold one of my turrets. I’m not quite sure how I broke it though…

  • FenrisWulf

    I really enjoyed this one, and I didn’t expect to as I generally dislike tower defence games. I found the game to be most fun at the begginning, when I didn’t know I needed to buy a new elevator before the game began and had to constantly switch between floors to kill everyone. It was much easier later on once I bought enough elevators, but less fun. I stopped needing to switch elevator positions, and didn’t really need to interact with the game at all for the later levels. I look forward to a sequal, though, as this was a really awesome game!

  • Ethan

    I thought the player helped quite a bit too because without a little extra help from him, the creatures would have overtaken the elevator.

  • Alex

    I personally thought it was easy, once I found out that you could click multiple times instead of holding down the mouse.

    (BTW I used a rocket/laser and 2 machine guns or basics in all my elevators)

  • ElMikkino

    I thought this game was kinda easy. One missile turret, one laser cannon and one machine gun for every elevator is a good combination. Machine gun continuously keeps the monsters at bay, but not very well, the missile obliterates the few at the front, and the laser eventually kills everything.

    The elevators got hit only twice, once on day 5 or something, when I was confused, and once on day 13 when I let an attack go on for too long without switching my weaker all machine gun elevators with my aforementioned combo elevators.

  • Shade

    I thought it was a great game, but it was also rather easy. I also got the upgrade during game glitch, wasted all my savings on a level 5 laser… but still beat it first try with no damage to anything. Anyone think they can beat it with only two elevators (I assume one is out of the question)? I might try three later on… but it would definitely be hard.

  • Junsu

    Only gripe I have with this fun game is that when LOTS of enemies appear, such as Day 15, the game gets slow and I can’t control my elevators.

  • Zeth

    Has anyone figured out what the little numbers to the right of each elevator mean? I figured it meant the strength/number of monsters on that floor.

    Most likely I’m just being dumb. :P

  • llamas

    @zeth: they mean nothing. they represent floor levels. You know, floor 7, floor 36…

    feedback to john:
    yeah, i found i could upgrade in mid-level too. and the weird thing is that they were free! i just clicked on the turret in the elevator (with intention to change floors, i clicked on the turret on accident), i ended up with a level 5 laser for free! But unfortunately-ish, it doenst seem to work if i try to do it on purpose.

    …and the game was incredibly fun, but easy: a laser and 2 machine guns to an elevator.

  • mx781

    Best one in the game-per-week series so far. :)

  • http://milesianmedia.net/ milesian media

    easy. beat it on my first try. :D

  • Bzdbbb

    I found a bug. On level 5 the $’s changed to $Nan.Nan and it gave me unlimited cash..