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Gnosis Games

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A member registered Oct 17, 2025 · View creator page →

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Fun entry, one day 7 will be passed

First level worked normally, after that it wouldn’t work for some reason, but the first one look cute

Every 4 levels is a Boss, I added 10 different ones and they are totally random like roguelikes. It was the only thing I had time to add without losing the amount of polish and sweetness of sfx/vfx I wanted. The one you are refering allows you to only miss 1 once, miss again and you lose!

Such an amazing game, honestly, the only thing I would like to see is floating text indicators to know how much you are getting per match, the rest are already there, like a full game!

Building a balatro-like in just 4 days ain't no small thing honestly, it honestly looks really good and is pretty enjoyable. Bravo, perhaps more juice and feel, other than that the game is already pretty solid

Pretty impressive for the first game on a game jam, good small game, way up to go with more content and more stuff like obstacles or level changers perhaps

I really like the loop, it is a very good puzzle like minesweeper. I wish there was a few more things to break the monotone, like perhaps more special tiles or different types of numbers. I guess wanting more from a game is the ultimate review since there wasn't enough to enjoy, and it was good 

Sound is pretty solid, but it needs a lot more polishing and better UI and so on, cause right now it is really losing me my runs. Also perhaps S to fall down faster and W to float would have been a better choice I think, more intuitive

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I like the  main gameplay  loop, some juice or maybe something to break the flow like a boss or something would make it a lot more replayable, like a full game 

Pretty impressive but honestly the map needed to be a bit smaller or the speed a  bit bigger ( of the player ) cause I was constantly struggling to move around everywhere )

I put on my 500. hope others can do better so we complete the timer

Extremely fun idea, it was bombastic!

Fast, easy and fun, and really messed me up on how terrible my time sense is

I honestly didnt get the point of the game, but the graphics and the endings look kinda good

Fun minigames and cute artwork, but it needs more animations and  highlights or somethign, because I am also not sure if i was doing it right like the previous comments

Enjoyed the game although not a big fun of deckbuilders. I think it should have been a bit more relied on the theme or something, cause just hp/turns is a bit too little for me, I would like to spiral out of control a bit more, like more changes to the formula or something.

I feel like it is way to hard, I can barely survive at all. The art though is really good and enjoyable and the hand is so funny

I like the way the camera tilts and moves but I honesty didn't understood the game at all, nor its  gameplay loop or something

Its cute and funny but I think it would be a lot better if they cleaned the previous dead ones early so I can actually see what is going on and can shoot clearly again

Pretty polished game, and wonderful art/sfx design. The only thing I wish it had was allowing me to go type the numbers instead because I lost more often due to the lag of switching up and down one more than I needed than not knowing what to place there

Good try, there is a problem when dying with errors showing on a console and also I may be missing audio or something cause it isn't playing something

The game is pretty fun actually but the opacity of the small pads is way too low on some images and some times it is so unforgiving ( the hitbox/collision detection ) that due to the fact that some blood bags spawn near the pads, it can make you burn just to get the bloodbag, and generally the hitbox need to be just a bit more forgiving.

The gameplay was seriously lacking compared to the narrative and due to the difference of art style, it felt kinda weird switching from one to the other, the narrative was good though, just the platforming was dragging it a lot down...

It is very confusing with having 2 different things showing the time both the top and the left one, somehow I feel like this two should be one, perhaps a bit more animated or with multiple colors or something to make the game more intuitive because without reading the description, I would have never understood what to do. 

The artwork is amazing and really beautiful to look into. Consider changing the theme of itch page to be the same black, it would look a ton better. also the timer needs to go up preferable, cause you can barely read the question and it is already done

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This game has a pretty cool loop and is fun but it has pretty bad controls and UI, like a lot of design rules from GMTK videos are being broken here, like if there was no button to use the thing so I have to use the mouse which would intuitively make something thing, that great, I can also click with the mouse to change items, but you cant. Similar pains and struggles are in multiple points in the game which are so counter intuitive getting me to have to switch between do I have to use the mouse or keyboard and stealing the show from game itself actually which seemed pretty fun loop

The game is actually really really enjoyable as a concept, the implementation could use some help, for example it should use actual icons for more intuive like for example for the jump thingys, that could be a cool easy to understand icon. Also the camera should have been a bit more zoomed out if possible cause it felt like really small amount of screen was visible and I was losing time finding a path rather than platforming, which is kinda critical when time is key. It wasnt decision thinking but moving so I see what is actually there 

The most amazing thing was the text and how you handled them with typewritter and so on making it feel like an overlay of a scifi themes game. The rest of the game feeling is off though. If you are going for a brotato bullet hell like which is clearly the way it looks like, there are a few things, more difficulty way faster, and more projectiles, thats why they call them Bullet Hell games... One important thing for me as well is the feel, I am flying a spaceship but it doesnt feel like it, it is incredible slow and cumbersome to move around, it should really feel amazing to fly a spaceship not hard and boring.

That was really good and interesting concept! Like truly intuitive once you get the feel for it. A couple of points are for the dash increase the iframes ( the time the player is invulnerable, cause it can lead to a lot of accidental deaths) and also the same is true for the start of a wave, give a small freeze or delay for the monsters cause the player especially in Keyboard/Mouse mode can delay more than someone using a controller to get back into mode due to having to move hand and so o. Also preferable make the valley instead of shooting where you are going shoot where there are monsters because rarely will it help me since I and most people are running away from monsters, not into them 

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That was really good and interesting concept! Like truly intuitive once you get the feel for it. A couple of points are for the dash increase the iframes ( the time the player is invulnerable, cause it can lead to a lot of accidental deaths) and also the same is true for the start of a wave, give a small freeze or delay for the monsters cause the player especially in Keyboard/Mouse mode can delay more than someone using a controller to get back into mode due to having to move hand and so o. Also preferable make the valley instead of shooting where you are going shoot where there are monsters because rarely will it help me since I and most people are running away from monsters, not into them