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Kanosis

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A member registered Sep 21, 2016 · View creator page →

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This was an interesting little narrative game.

I was able to make it all the way through without using any of the options but it was great that they were provided.

Only hiccup I had was with some terminology with the "pairs" puzzle. But from the other comments I can assume you're not a native speaker and I was able to discern what you meant after 1 failed attempt. I think the wording you were looking for was even numbered tiles.

I liked the imagery for the map, but didn't turn it on until I had already finished the game because I wasn't paying much attention, I think maybe it would be nice as a default and then turning to simple tiles would be an accessibility option.

Nice work on the entry.

Gorgeous art, honestly this was just a great game to look at. Background were amazing and the character had a lot of charm.

It's a fairly straight forward Oregon Trail like with decision making, but it suits the theme just fine. It took me two tries to get to the end.

I'm not sure how the events outcomes are set up, if they are predetermined or there are multi outcomes for any one single choice but at one stage I got robbed and decided to give up a "gem" this proceeded to give away all 10 of my gold and immediately kill me. I think most of the events were fairly well written and made sense but this one was a little harsh.

Nice work.

Thanks for playing and the kind words.

A few things definitely took a hit just due to time constraints, like you mention a lot UI elements and the title screen were rushed without being complete, I pretty much submitted this half an hour before the deadline. Also never having time to implement a tutorial, to the point I had to make one outside of the Jam time by putting the details on the game page.

If you want some technical details, each full rotation of the wheel is 1 point of damage. Getting Colour advantage gives you 2x damage and halves the damage you take, same works in reverse and matching colours are no change.

The icons on the spinners are Links, I'm not sure if you made it to a shop but you can also buy some for your own spinner. They are abilities that enhance your attack if the spinner lands on that colour slot and triggers the link. (Each slot starts at a 5% chance to activate but you can spend gold you get from enemies at the shop to increase those odds. The slot will flash white in a fight to indicate it has been activated)

The sword in particular is a very basic attack up which boosts your damage a further by 1.5x. But there are more in the game that are a bit more interesting.

I would have loved to have done a detailed explanation in game but it is what it is.

Thanks for playing, you can spin and manipulate the spinner as much as you want during the first couple of seconds where it's unlocked. More spins means you get more power but you can still grab the spinner mid spin and pick a colour it locks into.

A good stratergy is to spin it once it unlocks and look at the enemy spinner to see where it might be slowing down then grabbing your own spinner and trying to place it on the right colour. Timing can be a bit tight, but I found when I made it too lenient the gameplay became very trivial.

I'm not sure how much more I'd expand on this idea, i'll likely do a post jam update just to clean some things up though.

Thanks for playing and the kind words, I was working on this right up until the end of the Jam so I ran out of time to implement a proper tutorial sadly. I ended up writing up a how to play on the games page after the Jam ended just so people wouldn't be confused.

I've gotten feedback on the enemy HP and unfortunately I didn't make any HP bars for them, oversight because I thought thematically it would be cool if there was some ambiguity if you killed them or not, kinda like two samurai clashing swords. But game-play wise I see it doesn't really feel good for the player.

Nice work, it kinda turned out into a very chill sailing game. It reminded me a bit of Pirates!

The generation of islands is quite nice and I like all the flavour with events. It does become easy once you know how to exploit it.

I had an event that gave me the choice of stealing cursed gold for some natives, the hover over text said "set take cursed gold flag to true" which does get across what it does but it feels too technical for flavour text. Not sure if it was a place holder or not.

Speaking of that event I could spam hunt on an island and basically get endless treasure so i just gave the locals their measly 8 gold back when I had near 100.

Regardless, I had a bunch of fun with this and I like the nautical song in the background, very fitting.

Nice work on submitting something.

The art is quiet nice, I like the background imagery, especially the waves and I liked the enemy variety.

If you plan on updating this I think letting hold down the fire button instead of tapping would be a good idea.

I feel like some sort of crazy person for actually completing this game but here we are.

I got a little addicted and just kept bashing my head against the starting enemies, as I imagine most people have already commented it does take a little too long to get started.

I still had a ton of fun because it scratches a certain itch for me, so great work overall.

As for some feedback, I was having trouble finding a reason to use glucose on anything buy regen, alot of the evolve upgrades didn't feel worth it when by end game I could use glucose to recover 8 membrane. EL also was a bit redundant because once I had enough fuel to make it through a single system there wasn't much point to investing any more since you'll always start at the beginning of the next one.

Great stuff, I wish there was music as that would complete the package.

Perfect game to give me anxiety, doing multiple things at once and I was starting to panic.

This was a very charming game, the art and presentation were so nice. I love the train scene as it drives by the coast, just great vibes.

That song had be bopping the whole game.

Despite my terror, I had a lot of fun and was able to 3 start all the maps.

I don't have much feedback to provide other than maybe more mini games and have the scenery match the area the train is on the map. But this being a jam with time constrains that stuff is easily overlooked.

Nice work.

This was a fun Oregon trail like. My first play through was a disaster that only lasted 6 days but once I understood the rules my second run went a bit smoother.

I may have also been blessed by a lot of good events, but I was able to get to the end with 2 people still alive on my 2nd try.

The art was really charming and I'm impressed you were able to draw as many scenes as you did.

Ending was really great, it was slightly undercut by a bug where the regular travel music was playing at the same time as the sad operatic music but I enjoyed it none the less.

Also I think it would be nice if the events mentioned by name which survivor is being effected as that helps a lot with humanizing the team and your choices.

Nice work.

Sad you weren't able to implement more of the journey aspect of the game but I like what you have so far.

The art and the sound effects are all top notch, just love to hear fred barf everytime you beat his ass.

I'm really bad at memory games so I struggled a lot with this after many attempts I did shamefully resort to cheating by taking screenshots so I could win, please don't judge me. I just wanted to see if there was any sort of victory screen.

I think there should be some sort of continuation when you lose a heart instead of a full restart. Otherwise it's no different from just restarting the game. I imagine since you wanted to have more opponents losing a heart meant you start again from the start of your current opponent instead of the start of the game.

Other than that, a fun and well presented game. Nice work.

Neat little entry, It definitely has that lethal company sort of vibe. I didn't realize I could sprint until my 3rd run but I don't know why I didn't try shift sooner, I was able to win a few levels before finally I lost another.

I like the little twist at the end,gels very well with the grim vibe of the whole game.

The sound of the ship about to take off as the timer counts down was pretty anxiety inducing so it fit well with the theme of the game.

Some audio options would be nice especially since some SFX seemed to be way louder than everything else.

Nice work.

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Really impressive stuff. All the of the mini games felt fleshed out and fun.

I especially enjoyed the software one because you could get extra xp by doing really well.

The game is missing somethings like a menu and some stuff looked like placeholders like the godot icon in the software minigame and the space obstacles being cubes, but I don't find that stuff as important in a game when you get get a real solid experience out in the 9 days.

Well done.

Some nice art and some a good progression of difficulty introducing a new obstruction types through stages.

I think you could have benefited from mix and matching some obstructions at the same time to spice the gameplay up, but otherwise it was a fun time.

Great work.

Thanks for playing and the kind words.

Yeah as some people have said before I think you're right and I should have had enemy HP displayed as well.

Thanks for playing and the kinds words.

The HP ratio is surely a bit unbalanced, I did realized just spamming HP kinda makes you way too tanky, but like you experienced it can lead to fights going on way to long. I'm glad you saw it all the way through though.

Thanks for playing and the kind words.

I initially wanted to omit enemy HP bars to get that feel of two swordsman clashing and that uncertainty after the strike if he's been defeated or not, but I could of achieved that in other ways while still showing a HP bar. Probably something to think about.

Very cool game, I'm glad you didn't make it too hard cause I'm terrible at spelling games like this but I was able to clear it.

All the art was so nice, especially the world map.

Some features you could add would be something to shuffle the letters around on the board, as sometimes that helps me see words I didn't see before. I know a lot of scrabble games have that feature. And maybe a power that allows you to get a fresh set of letters.

Very fun, nice work.

Oh I loved this one. Big fan of card games.

I like this idea of submitting cards for various events to resolve them, reminds me of some board games I've played.

The system feels very well thought out, and it did take a little time to wrap my head around it, I think that's pretty normal for a game like this with how complex it is, I tend to think of it as a positive.

I was able to beat it on my first try with a single EP left, very nail biting. I think I ran into an issue where I would play food cards that said they would +3EP but as I resolved the card effects I never actually got any of that EP which almost led to me losing the run.

Great work on the entry

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Thanks for playing and the kind words.

You can actually grab your spinner and place it on a colour mid spin before it locks to try and have it oppose the colour of your opponent. It can be a fairly small window depending on how much much spin you want to get but it does give a bit more agency in battle.

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Gave me some nice nostalgia for my childhood. Really hit the nail on the head, all you needed to add was to make it night time so you could only see the screen of your gameinfant as the street lights passed by.

Really original idea and a great take on the theme, the minigames aren't anything too amazing on their own but the game shines as a sum of it's parts.

Great work.

Edit: Also not sure if this has been pointed out already but the title your game has on Itch is "How to SurviCe a roadtrip" instead of Survive

A roguelike snow plow game was definitely not what I was expecting but it was interesting.

I like that when you die you get a new operator and you have trudge back to your plow and bring it back. I completely went the wrong way at the start and had to walk back awhile to get my plow, I'm glad my character handles like a elder scrolls horse and can scale vertical walls. Made the trip way more interesting.

 I initially had a bug where my camera wouldn't stop drifting, it eventually stopped when I tabbed back out and in enough but not really sure how it fixed it.

I'm impressed with how well polished the whole experience is, nice work. I'll be awaiting my 100 dollars in the mail.

Thanks for playing and the kind words.

Hah, I didn't even realise the Uchiha similarities until you brought it up. 

Thanks for playing and the kind words.

The wheel probably needs more balancing so I appreciate in the input, it's was a bit of toss up between giving someone too much time that they are always able to hit the right colour making the game way too easy or not enough and it becomes a little too rng.

Thank you for the kind words.

I was thinking of maybe adding keyboard controls but didn't get around to it, it's a good idea for accessibility.

Oh I like this a lot, big fan of the trippy dream adventure experience.

All the art was well done and was great and evoking a surreal feeling, the voice acting was such a great touch. Some bonus points cause I understand Spanish.

I think the level design was pretty good and in the end I was able to get all the teeth, at least i think I did. The game ended with me back in my room and I wasn't able to interact with anything so I'm not too sure. 

There are some platforming hiccups here and there but I think it was mostly enjoyable, my biggest frustration was with the pin wheels. It took me some time to realize I can't move left or right and jump off them which took some getting used to and felt a little unnatural.

Great work.

This is a very well polished and thought out experience.

Creating a puzzle game like this is always impressive because balancing can be really difficult. It took me awhile but I was able to hit 33 tiles on my last play through, it never felt completely impossible and being able to see your deck in advance really helps strategize.

Perfectly adheres to the journey theme as it brings across a feeling of exploration.

Honestly can't think of too much to criticize, I think it would help to add a marker to where you are currently, as sometimes I would go deep into thought looking at my deck and hand then back at the screen and forgot exactly which tile I was on until I clicked on a card to open the movement selection. Maybe a little explorer guy or something as that would help thematically(since this kinda has the vibe of Civ where when you are sending a scout out.)

It didn't happen often but sometimes I strayed too far up and it was hard for me to see the tiles below, so being able to move the map would be useful when someone wants to plan a route.

Overall this has been the stand out of the Jam so far, nice work.

Oh, that's interesting. I did click on them and they showed up on my results screens as being collected but they did not disappear. Not sure what was happening then.

Very charming game, the art and music lend itself well to setting the dour mood.

There's a great air of mystery that's left unsaid in the game about what exactly the disaster is and I think it lends well to the story. I like the dialog and the story telling with all the items around the house.

I was only able to get 5/7 endings in the end, couldn't quite figure out what I was missing. I assumed the last ending would have something to do with the abandoned building once I got the 6th ending but couldn't quite figure out the combination.

I really like the idea of a short burst narrative experience that has multiple choices/endings but it also feels a little too slow and by the 8thish playthrough I wish I could sprint.

Definitely one of the more interesting entries, nice work.

Thanks so much for the kind words.

I completely ran out of time to make a tutorial unfortunately, which is what led to me making a "how to" in the game page after the deadline. So that's completely on me.

I've had a string of games that were basically way too hard for anyone to beat so I'm glad you were able to get to the end.

Thanks for playing

Absolutely stunning graphics, this is an impressive use of shaders. Very artistic.

I like a lot of the flavour of talking to and helping the other animals along the way, it really brings the theme together. 

I ended up doing two laps of the river though because I did not realize I needed to honk to open the gate at the end, I had thought I just missed one of my kids.

Which brings up my only real criticism of the game albeit small, which is the background song can get a little repetitive, but I probably played the game way longer than I was supposed to.

Great work.

Very beautiful game.

The visuals and music set this very fantastical mood that suits the story very well.  I like all the little gameplay mechanics you were able to stuff in that allowed you to explore the area in different ways.

I may be a little dumb as it took me a couple of deaths to realize I spend points on the death screen, for some reason I thought it was a stat counter at first.

Great game and I love the ending screen, fits the theme well.

The controls took a bit of getting used to but I figured it out in the end, enough so that I kinda broke the game.

I couldn't get my plane to actually travel in the direction it was pointing so I tried hitting the turbo button(Space) and it turns out you can just spam that as much as you want by tapping, I was able to get incredible speeds to the points where I left the entire map behind.

I wasn't sure where any of the drop points where as I couldn't see anything that was distinguishable from the the rest of the map.

I also don't think i could see the turrets either, before I became a god of speed they would pretty much destroy me immediately and I had no way of avoiding it.

Either way, be proud you submitted something, there's still some good bones here and the model of the plane and it's animations are actually nice.

Nice work.

Cool game, I like the ever present slow mo in the game, it's a nice way of implementing the wildcard and makes you feel like an action hero.

The art is all really top notch and reminds me of old shareware pc games I played as a kid.

Difficulty seems to be in the right place since I made it through with only a sliver left, that buzzsaw/sniper combo towards the end completely messed me up.

I realized that the bullet line gets more white when they are ready to fire but the change in brightness is a little understated and you might give another indicator to let you know an enemy can fire again.

Nice work on the entry.

I do love a narrative driven game.

There's a lot to like here, the art and the sounds design are doing a great job setting the atmosphere.
The writings pretty good and allows you to see more sides to each character on a 2nd play through. 

I played on web though and thought my game crashed until I read the comments here.

Nice work

A really cool game, shame to hear about the audio issues, as fun as this was that I played it all the way through I was slowly going insane playing in complete silence.

The level design was really nice, puzzles felt well thought out. Showing in the first level that he eats hay, then using it in the second level so he steps on a button and then again when you get the moveable hay stack. All great stuff.

I love the cow so much, just adding touches like him moving around on his own gives him so much personality.

I imagine there was a sound cue for collecting the blue tokens but I didn't realize they were anything until I finished the first level. I think either having them disappear on collection or maybe greyed out would be a good idea.

Nice work.

Neat little game, aesthetically very pleasing and does a great job of conveying the theme.

My first thought was that after catching a fish they were leading you in the direction of the fastest path to your destination, but sadly that was not the case. It would have been a cool feature that gave the fish some purpose.

I got stuck on a bunch of dead ends up but was able to make it to the destined light house, it gave me another new destination, but when I hit that one, it didn't reveal any more.

Overall it was a fun game, nice work.

A great one button game, so much control with just a single press, a great bit of design that iterates over the level by forcing you to make use of all it's quirks.

This was a lot of fun and I almost went for a full coin run until I missed a bunch off the balcony section and I couldn't get back.

Needs some options for stuff like sound and the mouse is so loud compared to everything else. Also maybe adding a visual indicator for your jump power would be helpful but it wasn't so much of a problem in the game.

Nice work on the entry.

A very interesting idea, all the models are really nice and I like the design of the main character and the enemies.

I'm not sure if this was just an issue I had but aside from the start there was no music or any sound effects during the game.

I played through all the levels but when I completed the last two wasn't taken back to the map and had to reset the browser to try another attempt. I'm assuming you just ran of time to implement everything you wanted.

Either way, nice work on the entry.

This game is very charming and fun, I like the art and music quite a lot.

It was a pretty cool mix of different gameplay styles with the boardgame like movement and random minigames like Mario Party but also using the map to solve a puzzle.

When I got the ending the dice was way too big and covered up the text and also that juggling balls minigame is really tough. I think it would work better if you only controlled one paddle instead of two, although thematically two does make more sense.

Nice work.