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Kanosis

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

Creator of

Recent community posts

I'm officially impressed, congratulations. I think you may be the only person who has beaten the game.

All the feedback is super useful because the game is much harder to balance from a perspective where I know everything, even 24 hours before I submitted this there was no recipe list at all and I realized no one is going to sit there guessing combinations.

I'm glad you enjoyed it enough to even come back to it and finish it, means a lot to me.

PS there actually is a combo that negates damage from the glass shard killer and it's by far the stupidest. I'll leave it a mystery or you can check the comments below if you're curious as another player actually found it.

This was a blast, the art and animation was really well done.

The game has a great sense of humour and the world feels alive, but I think with even more movement added to the scenes there's a lot of potential replayability through alt killing routes.

Most levels were pretty intuitive but I took a moment on the slide scene because I wasn't really sure what shooting the pump was doing and what the right timing was, I could also shoot a support beam but didn't know if I was doing it too early or not, some animation that shows more clarity on your consequences and why they went wrong would be great. That was the only level I passed and it felt like l was just randomly clicking until something worked.

Aside form that, great entry with lots of personality. 

Thanks for playing and your kind words. So glad you enjoyed it.

I've had a bit of feedback regarding the text and scaling so I'm going to work on that for sure.

I initially didn't plan much healing just due to the fact with how respawning works the game was more about continuing on until one of your survivors escapes, but there is actually one event that does heal you if you happen to have the right items. 

If you give a fish to alone wild dog, he'll lick your wounds and restore 1 hp, you get fish by using the fishing rod on either the lake event or while on the coast.

Thanks for playing.

I was thinking of adding an option to run away from the box so it gives you a choice if you want to take the risk of opening it, maybe give players a little more control as it seems rng might be too heavy. thanks for the feedback.

Thanks so much for playing and for the feedback.

With the message in the bottle, I decided it would be easier just to immediately learn the recipe instead of having a separate note object, so it goes straight to your recipe list.

You're 100% right about the island size, I originally wanted to put in more events and some points of interest but I regret not scaling the island size down on the last day to accommodate the smaller size of the game.

Damn, that is some unfortunate rng. I should think about tweaking the chances for some events.

Oh I could see how quickly this could get addicting.

It's a great sort of game for testing hand eye coordination on PC (Of which I have none.)

You could maybe make it so missing the red squares causes you to drop faster so it promotes accurate shots, I'm sure someone could use this as a fun way to train fps accuracy.

Nice work.

Thanks for playing  and for making it as far as you did.

If you care to the know, the motor is sold by the trash merchant, but it's 1 of three items he can be selling you.

Great entry.

Had a lot of fun with this one, I kept playing till I maxed everyone out but had to stop eventually cause I wasn't sure if there was an end.

The rng factor works pretty well for the purposes of the wild card theme but I think being able to choose which vehicles you use would allow more strategy, some runs without anyone who stuns or heals felt like a wash. The golden combo is having the road roller and the water tank at the same time.

Nice work

Oh this was very cool.

I really like the combination of puzzle game and RPG, the sliding felt smooth although as someone else mentioned it hangs in between moves a little too long to where it interrupts flow a little, still very fun regardless. 

Also you tricked me, I thought this would be obtuse but it's very well designed with intuitive game play you can pick up immediately.

My one nitpick is I think it might lean too much on the easy side with how most the combinations lead to potions so I was never in danger of dying.

Nice work

Thanks for playing and the feedback.

I probably didn't make it obvious enough, but if you click on your own space it cancels the movements and saves your stamina.

That was a lot of fun, you actually made me go through several times to try and figure out what were the best animals for some areas.

I ran into a bug where sometimes I would get two of the same animal back, but I'm not sure how it happened or how to replicate it sadly.

I couldn't quite get top on the leader board but it was close enough.

Panda staying true to form and being a complete bum.

First off the art is so nice, from the character designs to the map itself looks so crisp, very professional looking.

The game itself is pretty fun and it does a good job presenting the theme in the game play by carrying on the relics.

I had 1 issue where every now and then the game would hitch for a moment, not too sure why that was happening but it seemed like when I was loading in another part of the map. The perspective made dodging bullets a little weird but the hit boxes actually seemed pretty lenient so it didn't really cause too much of a problem.

I'm sometimes a leader board gremlin in these jams but I saw the top score and I thought better of it.

Thanks for playing.

The kid is an absolute menace, I actually programmed it so her inventory is just anything she steals from you, so you always have a chance to win it back.

Thanks for playing and the kind words.

The feedback is really useful, if I update this I'll likely make a way to examine tiles so you can see what resources they drop. Just to make things more straight forward.

For now I've put a list on the games page that hopefully helps people out.

A cool idea, took me a second to understand the jetpack change function but once I did the game was pretty fun.

I feel like you should note down somewhere that 'r' resets a level as I only did it on instinct but realized it never tells you that.

Nice work

This is very creative, I like the cut scenes and your set up with the painting system, being able to paint individual parts.

Nice work.

Very cool idea, I did have to end up experimenting a lot and staring at the stats while I upgraded just to figure out what did what, but I really like the idea of taking parts and modifying yourself using them.

It was a very nice touch where your body changed depending on what stat you decided to level up, it really drives home that feeling of modding your robot in a specific way.

I think at a base you got a really fun game, obviously could have used some sound but there's something here for sure.

Only other feedback I have is that I wasn't a fan of how slow I was, so I pumped everything into speed and it didn't feel like it made much of a difference unlike something like dmg where it was clear I started 1 shotting things. 

I enjoyed it enough to finish it either way, good work.

I'm impressed how you designed this very well thought out system.

It took a moment but it clicked fairly easily and made a lot of sense while slowly introducing new concepts, a cool take on a card battler.


Nice work on the entry.

Thanks so much for the kind words, you actually gave me an idea to maybe add some tool tips for locations on possible drops.

The recipes were put in to help people understand what combinations craft what but getting recipes isn't that easy either.

Great puzzle game, an interesting mash up of two ideas.

You had a lot of really clever map layouts that took me a bit to get through but they weren't so incredibly difficult that it felt impossible.

Felt really good finishing level 13 which was a real doozy.

Great work.

Very cute game, charming art and dialog.

I had an issue where sometimes the examine prompt would follow me way past where the object was, otherwise the game ran fine and I had no issues getting the bunker open.

Nice work.

I like your art for the character and enemies and I see you were obviously planning to put much more stuff in but you've got some decent ground work.

I think the jump might need some work so you can do smaller hops on a shorter press just because it does send you very high up.

Nice work

A cool concept for sure, I love the art and you did a great dog with the sword animation. Feels like it has some real kickback when it slams into the ground.

I'm a bit dumb so it took me awhile to realise I need to tap the direction repeatedly to build up power than swing, so you might need to make that more clear.

As soon as the sword swings I would try to start building up power again but the power reset backs to 0 once the animation is done, I think letting you keep charging mid animation would help with a feeling of momentum.

Nice work.

I love the style of the game, the clay aesthetic mixed with the frantic music goes so well together.

I feel very slow while I walk but I imagine speeding up probably would have been part of an upgrade system you would have done with the coins.

Nice work

This might be my favourite game of the jam so far, so nice to see a horror game here.

It's dripping with atmosphere not just because of the shader but how you set up certain situations using it and the camera mechanic together, I genuinely felt a chill when you photograph the door and the shadows of three enemies ambushing you are lit across it.

I think the only things that need work is maybe the pencil animation seems a bit stiff compared to everything else in the game and the enemies aren't that threatening, with the last set of enemies before you escape I just stood on a higher platform and cheesed them because they couldn't jump.

Great work on the entry, looking forward to seeing more.

Thank you for playing and the feedback.

I'm also using firefox so I'm not sure what's causing the graphical issue but I'll look into it, for now I did add the option for fullscreen in itch although I haven't done any testing in it.

Neat idea, it's like a standing version of vamp survivor.

It's a good concept, shame you didn't have time to flesh it out more, I think versatile items depending slots is pretty cool.

Thank you for the kind words and feedback, audio something I need to work on more for sure.

Thank you for playing and for the valuable feedback, I'll probably should do some more controlled RNG where it gives you a recipe you don't have anymore.

My game always tend to be overly hard so I tried to compensate by making it that you can't really game over, you just die and drop items on a spot on the map that you can go pick up later, it's also why there is almost no way to heal since escaping with your first character is supposed to be difficult, it would have been an achievement if I got that implemented in time.

There's quite a lot of presentation involved in this that I wasn't expecting, UI and settings all look very professional.

I like the Katamari twist added onto your standard space arcade game, works great with the theme. Movement gets a bit weird if you hold on to too many parts instead of going back. Your turn sensitivity goes crazy to the point where a single tap was turning me more than 90 degrees. 

Nice work on the submission.

This was hella adorable, laser pointer for movement was very creative. Cat movement was fluid and I like how you programmed all these neat little interactions.

I did get soft locked on my first attempt but it's not a very long game so it wasn't too much of an issue, the trash can end up in a impossible space where you can't get it out and the box can't reach, I got one stuck in a cat tree and in the second room and had to reset.

RIP Jerry

This is oozing with style, I love all the art and music. Game comes across as super polished for something made in 9 days. I'm really impressed.

Nice work.

This was neat, it's already been noted a few times here but I also had issues with the screen scaling.

Other than that it was a fun game, I enjoyed penning monsters in a square of towers to harvest them. I couldn't find where the main base was so I don't know if I could complete the game, but I was able to build the houses required.

Nice work

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Cool little resource management game. You did a god job handling all the npc movements and I'm a big fan of the 2.5D look.

I think some clarity in game would help as it took me awhile to realize that the npc workers needed drinks to work efficiently, I was very confused where they were going until I had a look at the game page.

Also by the time you get to late game they consume more drinks than you can make even with a mage working at a fully leveled tavern with available beer.

It was kinda chill to have in the background while I did other stuff and occasionally went back to shuffle the party as needed, I did end up fully upgrading every build. it was a shame you didn't have time to make an ending.

Nice work on the game. 


Edit: I forgot to ask the most important burning question that I had that entire time, why was everyone naked?

I like a lot of your puzzle ideas so much so that I stuck through for awhile even with a bunch of crashes, I think I did have to put it down after I solved level 8 but I accidentally killed myself and got hit with the multi death crash bug for maybe the 5th time.

Still I can see there is good work in there, nice job.

Game feels very polished.

The art is beautiful and the game play feels really smooth, the stomp looks and feels very satisfying.

It took me a moment to realize you don't keep your abilities. and one ability required you to use rmb which on a web build is a bit of a pain. since it brings up a menu.

Overall, great stuff.

Wow, great stuff. Really creative mechanics with the head.

Shame there weren't any more levels but I really like the puzzles you designed.

Also the starting cinematic didn't need to go that hard but it did.

Nice work.

I can see a lot of work went into this, all the guns feel very unique and thought out.

I'm a bit shit at the game though and struggled a bit, I was able to get past the first boss but died the wave after once enemies got more beefy.

I had a lot of fun though and it made me want to do several runs, great work.

Hah, thanks for playing. When a helpful stranger gives you an axe drawing, you take it.