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ChankoStudios

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A member registered May 07, 2020 · View creator page →

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That doesn't sound like a problem with the game itself, could it be some firewall or antivirus?

Otherwise you can always play the browser version!

Sure thing, I'm glad you enjoyed it!

SPOILER ALERT:

Try if you can translate the words to mathematical symbols ;)

Hey Munliath, thank you for playing!

SPOILER ALERT:

Yea, the glass panels turned out to be a little confusing for everyone, you are not alone with this :P The color of the panel and the color of the room should give a hint as to where the panels belong. You'll need to make use of Q and R at some point to correctly place them though. This will make more sense after you found the code with the symbols. The hint for the code is in the same room, you might wanna look for it in the dark though ;)

Let me know if you need more help!

(1 edit)

Contact us!

Thank you for playing! We are working on the polishing right now, stay tuned ;)

I rated your game and wrote my feedbacks on your submission page :)

Good job, it's a very polished game! I enjoyed a lot.

Some feedbacks:

  •  The inspiration from "keep talking and nobody explodes" is pretty obvious, a bit too much (I think even the font of the manual is the same?), You could try to give a bit more of your own personality. 
  • Navigating through the manual was a bit annoying. I understand that it's designed to make it stressful and in that sense it is effective, but after a while it was tedious. I wish there was a way to get better at navigating through it, so that it is hard at the beginning but gets easier with experience. Here, even after 2 hours or so, it felt pretty messy, although I sometimes got lucky and clicked and the right page right away, I mostly had to swipe around to get through.
  • I didn't finish the game, so maybe there is, but I felt a lack of consequences for failing (or taking a long time to finish) my tasks. After a while, it didn't bother me so much to be stuck for a long time and the "stress effect" wasn't as strong. Maybe add a time limit to each day?
  • Finally, and maybe my most important feedback, I think it was too long. I pushed through because I really wanted to see what would happen, but a bit after hearing I had to continue until day 20 or so I gave up.  The mechanics of your game works very well in short sessions, but they quickly become redundant IMO. That's what KTANE do very well, the sessions are short, and since it's a multiplayer game it's always fun to try again later. But honestly as a solo player I wouldn't try to go back to finish it. If I had been able to finish the game in max 1 hour, I think I would have enjoyed it a lot more. Or maybe find ways to change the gameplay throughout the game, like in Papers please, that allows you to enhance your UI to make things easier when the challenge gets harder. Or embed your mechanic in another kind of less stressful gameplay to give time to breath to the player.

Hope I was helpful and that you keep working on it!

Thank for your feedback!
True, we didn't have time to add any hint system, but if you want any just let us know where you're at and we'll give you some :)

I played Dark Space and left my review on your game submission page, thank you for doing the same with ours!

Very nice graphics and sound, good atmosphere.

  • A few bugs, in the enemies movement.
  • Sometimes pressing the trigger or the run button didn't do anything
  • I ran out of ammo very fast and then could only run away from the enemies
  • It's hard to aim correctly since the laser is often covered by the character
  • The character feels heavy, except when he jumps, then he has no weight. A better balance would be nice.

Good job overall, I hope you can work on a more polished version :)

I left my feedback on your game submission page, looking forward to read yours :)

  • I wish the ship would tilt towards its direction
  • Moving the moons along the edges of the green area is a bit buggy, they get stuck sometimes
  • If I put a moon on top of the other, impossible to detach them without deleting one, I couldn't even see there was 2.
  • It would have been nice to show the commands on the game screen rather than only in the menu, there is enough space for it
  • The physics of the ship was hard to predict...
  • ... and so successes mostly relied on trial and error. Rather than feeling clever for solving a puzzle, I mostly felt relieved that I could move on.

I think the mechanic is interesting but needs to be tweaked a bit along with more level design ideas to make the game great!

I wrote my feedback on your game submission page :) Please do the same with ours.

As it was said before, your game really needs a tutorial and a softer introduction of the mechanics. Even with the explanation video, I wasn't sure how to do some things and what some of the towers role was.

Having to manually collect mineral, apparently only 2 at a time, was a bit annoying and distracting from the rest of the action. The minerals are also quite small and not so easy to spot.

I think the beginning should be less difficult to leave time to learn the basics, but I'm not a big tower defense player so maybe it's just me :)

Good luck continuing to work on it!

I rated your game and left a comment on your game page :)

Thank you for doing the same with ours!

The particle effects were nice :)

When the UFO appears, they are already very close to the character, it might be nice to have a larger field of view and see them coming from afar. If we miss the enemy, we can only run away from it to survive, but then it we can't shoot in its direction. Could be nice to be able to shoot backwards.

It was a bit disturbing to see UFO flying in the foreground and background at times.

Done, I left a comment and rating on your game page.

Hope you can do the same with ours :)

Nice art direction, good level design. Overall a very good entry for a game jam.

For me the controls didn't always feel very good, too slippery or something with the inertia, I didn't feel like I could control the character as precisely as I wanted. This combine with a very demanding level design made the game frustrating at times.

Thanks for playing :)

I tried yours and posted my feedback on your game page.

The concept is cool, I love the art direction.

As it was said a few times, a tutorial would help. Understanding that G is for fuel took me a while, a few icons would make this much smoother. 

Some commands felt unresponsive, I didn't understand what, if anything, was really happening at times. I don't know if it's a bug but sometimes the sound effects didn't trigger when pressing a movement key, so it also contributed to that feeling. 

I keep pressing forward but nothing seems to happen except losing fuel, am I missing something?

I played From the Core, good stuff.

It was enjoyable to figure out how to use the apparently simple mechanics we start with at the beginning to learn how to do more and more with it. I actually wish there wasn't any hint, because it felt much better when I figured out a mechanic by myself rather than when it was explained to me.

My main criticism is toward the controls. I suppose it was made to feel like the old style metroid games (and maybe also to make sure the player can easily aim straight down when jumping?), but being able to only shoot in 8 directions was a bit annoying. It makes aiming extra hard in some situations, in the wrong way imo. The character movements felt heavy and slow, and the charge shot also felt pretty long.

I couldn't play with the controller because my mouse was conflicting with it, and it was hard to place the mouse relative to the character to aim correctly. Maybe use the mouse position relative to the center of the screen, that way when doing a long jump for example, we don't have to move the mouse along with the character.

I'm not a huge fan of the aesthetic, but I guess it's an homage and that will really be a personal preference :)

I definitely felt the sense of progression without power ups that you are talking about, so great job on that!

Oh right, sorry I didn't realise it was you ^^

I totally understand why you put the hints, especially in a game jam context, you'd want as many people as possible to try it out. I kind of regret not having some in our game, I think many will give up without seeing much. But maybe you can find a way to "teach" the mechanics without writing the solution on the wall through gameplay, or ask the players before they start wether they'd like help or not. Or deliver the hints only after a certain time has passed. As you say, having lots of playtests would help find the best solution!

Sure, I'll copy it in your comment section then :)

I played To the moon :)

The art is cute, both sounds and graphics. I think you should add some textboxes at the bottom of the screen to display the dialogs with more readability, both during the intro and the game.

There are a few bugs, I fell forever by going on the edge of the screen at the beginning and had to restart the game. The mouse is not locked in the window so I kept unfocusing the game when aiming.

It feels strange to be pushed away while shooting even when we are on the ground. Have you consider disabling that when the character is grounded? Or is it something you really want in your mechanics? Cause it makes it cumbersome to aim and shoot at one target multiple time since the character is moving at every shot.

Hope you keep working on it! I'd be glad to hear your feedback on our game ;)

I played From the Core, good stuff.

It was enjoyable to figure out how to use the apparently simple mechanics we start with at the beginning to learn how to do more and more with it. I actually wish there wasn't any hint, because it felt much better when I figured out a mechanic by myself rather than when it was explained to me.

My main criticism is toward the controls. I suppose it was made to feel like the old style metroid games (and maybe also to make sure the player can easily aim straight down when jumping?), but being able to only shoot in 8 directions was a bit annoying. It makes aiming extra hard in some situations, in the wrong way imo. The character movements felt heavy and slow, and the charge shot also felt pretty long.

I couldn't play with the controller because my mouse was conflicting with it, and it was hard to place the mouse relative to the character to aim correctly. Maybe use the mouse position relative to the center of the screen, that way when doing a long jump for example, we don't have to move the mouse along with the character.

I'm not a huge fan of the aesthetic, but I guess it's an homage and that will really be a personal preference :)

I definitely felt the sense of progression without power ups that you are talking about, so great job on that!

I hope you can give us some feedback on our game ;)

Thank you for your feedbacks :)

I finished Project Selene! The story and writing are very nice, good job.

My remarks:

  • Graphics are simple but effective, it's very readable although it could look a bit nicer with more work.
  • The soundtrack was a bit repetitive especially in the base, might want to add a few different sound in some rooms.
  • The infiltration phase were a bit frustrating at times, the field of view was too small for me to be really able to plane my moves correctly, and I think the position of the NPCs were not reset, making it impossible for me to learn the timing (also true in the last antigravity field puzzle, impossible to see the whole map, so impossible to really plan my moves, I just go randomly until I learned it all).

Finally, personal opinion but, a society that executes a suspect of treason without any evidence or trial doesn't look ideal to me ^^ I'm not sure it's really much better than the one on earth.

Post your game and we will play it and give you our best honest feedback!

As for us, we'd love to get feedbacks on our game: Moonlight Sonata by ChankoStudios (itch.io)

Moonlight Sonata is a 3D puzzle game. You're on your way to the moon, when something happens and you must fix your spaceship to finish your journey.

The puzzles can get quite difficult, so ask us for hint if you need! That would also help us to know where players get stuck and make a better post-jam version :)

Thank you for playing it! Glad you liked it.
We didn't have time to export a fullscreen version before the game jam deadline, but we are working on a post-jam version with this feature and more.

A hint for the colored button should have been written on a post-it on top of it.

Did you turn on the laser device in the green room? The message should help you find the code. Once you did, redirect the laser to the target in the second room. Some plates reflect the laser, some don't. 

Good luck :)

Wow, thank you for playing it (so much)!

Are you referring to the blue buttons or the squared red,yellow,green&blue buttons?

We didn't have time to add a hint system but if you want any, tell us where you're at :)

Haha, hope you can find the solution, there are more buttons behind the door ;)

Yep there is one. Strange indeed.

Indeed when downloading through the itch.io's website it doesn't seem to work, but it does when downloading through itch's client app, if you care to try.
Sorry about that :(

Here is ours: Moonlight Sonata by ChankoStudios (itch.io)

Let's see if you can beat it ;)

I'll try yours right away!

Good luck! Let us know how it goes :)

Thank you, I tried and rated your game too, great job  :)

Thank you for trying :)
You don't need to speak Russian to solve the puzzle, you should be able to deduce the meaning of it with what's around you.
Indeed there is some VR vibe ^^

It's very cute, love the atmosphere!

My feedbacks: I wish it was faster paced, the beginning is a bit slow. And you could add some juice to the combats, hitting and killing the enemies doesn't feel very satisfying.

Keep it up, great work!

Hey there!


Jim & John is a film noir inspired story-driven detective adventure game.

You take on the role of a criminal when things go south and you have to investigate a crime yourself. Feel like a crooked detective when gathering information the dirty way, explore locations during different times of day, and discover a story full of crime, secrets and stupid jokes in this playable noir thriller.

You can get a first little taste of the look and feel of the game in our demo that we have just released: right here


Hope you enjoy!

Thank you very much for your feedback, glad you enjoyed it!

Allowing mouse controls is definitely on our list ;)