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Kanosis

191
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3
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A member registered Sep 21, 2016 · View creator page →

Creator of

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So impressive for a jam, feels like a whole ass game I'd play on steam. Blown away when I stumbled into another level after level.

Presentation was off the charts, great use of shaders and movement simulate your inebriation.

Even menu to level was great with how you used the fence as a backdrop into the game and then being consumed by the fridge only to stumble out to the credits, very artful.

Great work.

Graphics give that old school arcade feel with the CRT filter, really matches the game play well.

I like your use of the theme with momentum from the bullets being your sole method of movement.

Nice work.

I love me some crash test dummy physics, seems like the birds were my biggest ally for getting high scores.

I sometimes had issue with the jump where it wouldn't really do anything but I don't know if it was based on the position of the rag dolls feet.

Nice work.

What a super interesting game that I suck at.

The mechanics and controls handle really well and it feels pretty polished. I'm really bad at multitasking so switching between hands really did me in, but when you make an order and send it off it's really satisfying.

The biggest heartbreak is when I struggled through an order finally completing it only to fling it wide of the customer, might never recover.

Good work.

I think it was balanced fairly well, you only have to avoid the holes but due to the the nature of how the movement slings across the screen it adds a nice wrinkle where if you stop focusing for a second you could fail due to the balls momentum.

Neat game, the grapple and dash challenges were fun and it would have been nice to seen more challenges combining everything you've learnt but I enjoyed what there was.

I always enjoy when someone tries to put in a narrative so I like your addition of all cloud characters.

Now we Morvin, that was fun. His evil laugh brings me joy.

I kept going till I got top spot, needed to be the best Morvin possible.

Cool game, I like the art and the sound design, it helps convey sense of dread.

It was slightly frustrating at first because my instincts were to get as far from the avalanche as possible as fast as I can then to spend some time resting to get the cold meter down but after a few runs I realised that's the worst possible strategy due to how the avalanche works. 

Once I realized how it works the game was actually fun, I like the idea of kinda riding the line of the avalanche dodging spikes.

Nice work.

I'm a savant at hitting all of the good fish into the holes and simultaneously getting hit 3 times in a single shot.

Really cool game that I'm bad at, I love the art and the spin on snooker.

Nice work.

This actually ended up being a lot of fun, a nice spin on asteroids.

I actually thought I going to keep going forever because I was getting too good at redirecting things, but one large asteroid came out of no where at alarming speed, didn't have time to set off the bomb.

Probably for the best or I would have been playing forever, very satisfying how you can line up your bomb while also being able to maneuver and scout out for other asteroids, lets you chain your bombs and plan things out. 

Cute artwork and does a good job ramping up difficulty. Got really tense in the final wave.

Nice work

Took me a second to wrap my head around the controls but I like all the systems you implemented here.

The speed boost you can do off islands feels really satisfying and the game gives a good sense of the theme, I also liked that you pulled back the camera when your speed got too high to help with obstacle dodging.

Nice work.
 

Done a great job of capturing that Super Monkey Ball feel. I was surprised how many varied levels there were and you even implemented a score board.

Had a blast, nice work.

This was a ton of fun, I struggled a little on the level that had all those small platforms but once I got used to using down dash it made more sense. The banger track was helping me persist and I was able to finish it.

Only suggestion I have is maybe add a power bar for your hits.

Great game, one of my favs for sure.

Peebo is love, peebo is life.


I had so much peebo generation it stretched out the menu to the point I couldn't close it.

In essence it is just an auto clicker sort of game but it's oozing with personality, I like all the little details and the art is top notch.

Nice work.

Hit me with those sonic vibes, feels like I should be going fast but I definitely don't want to if I want to make it to the end of the level.

You did a good job implementing the sliding, it feels like you really need to work with the momentum you built up and you can't really stop yourself easily when you get going.

Nice work.

Thanks for the kind words!

Short but sweet.

So much charm in the visuals and gameplay. A lot of joy just sending the goblin hurling down the flight of stairs.

Great job.

Thanks for the kind words.

My own hubris led to me making the penalty for getting hit much worse because I thought the game was too easy, I struggle with difficulty scaling sometimes, so you make a good point. A quick restart is a good idea too.

Really cool to see a card game submitted, extra points for standing out.

I'm a sucker for deck builders so this I really enjoyed this, although it seemed a bit too easy.

I appreciate that there was a bunch of archtypes put into the deck builder although it feels like the game isn't long enough to have any real playstyle take hold, but time is limited in a game jam so you can expect that.

Great job.

Knocked it out of the park, what a fun game.

Level design and mechanics went together really well, I really enjoyed slingshotting myself around.

The music slaps and fits completely with the aesthetic, great work.

Thanks for playing and your kind words.

I always have issues balancing so I'm sorry you had some trouble with the slime, the game currently features two bosses, one after the slime.

Thanks for the kind words.

Turning is mostly for hitting stuff that you only really access from the side without trying to hurt yourself due to tile placement, a lucky run you can get might mean you don't need to turn like you picked up on.

I'm impressed at how detailed the system is for the curling, looks like a lot of thought went into the design.

Nice work.

One issue I ran into is because it's web based, I'd right click to remove friction but then open up the right click menu on the browser.

Feels like a pretty polished tech demo, looks really nice and it was fun just driving around and doing jumps.

Nice work.

Unique game with a cool aesthetic, all the art, music and sound come really well together.

Might just be me but I struggled a bit trying to control more than one bub, but I think it was supposed to be kinda chaotic like that.

Nice work.

Very fun, one of my favs so far.

Bouncing around felt very satisfying and the artwork was top notch.

Other than needing some music or background noise there's nothing to complain about, great work.

Cool use of the theme, I really like how you played with the terrain to force you into different strategies to push around the animals, it was enjoyable sling shotting myself around to punt animals into the helipad.

I also really love the art, nice work.

Very cute aesthetic, would have been nice if there was a single player mode.

Xmas theming was on point, nice work.

Very brutal game and enjoyable game, but I pushed through to the end(608 deaths). It's got that one more try sort of factor that makes you want to keep going and when you get into a perfect sequence of swings it feels great.

I think a lot of the difficulty comes from having no control of the grappling hook or even being able to see it's trajectory, even towards the end I felt like I had a good grasp on where it was going but still made mistakes. 

My only real complaint is that sometimes the floor detection was a bit funny where I would jump off a block but because I was so close to the edge it counted as my double jump.

Overall pretty addictive, nice work.

It took me a moment to get a handle on the controls, but once it clicked I found trying to sling shot myself around to navigate to be a bunch of fun.

Cool use of the theme.

Nice work.

Thank you for playing my game and the nice comments.

Turning was a little funky in the web version on the few tests I ran so you may be running into that issue. I really messed up by not allocating time to test and fix the web version.

As for the skull ghosts they should pass right through you and freeze you, I didn't make them solid or hittable.

I think some other people already mentioned the controls and some issues with animations, so that withstanding I still like the idea. I did play for awhile although had to drop after some frustrating situations trying to get to some ledges while enemies were on them.

I think it would have helped to have something to show the cool down for the abilities because it didn't seem like I could spam them but I didn't know how long I had to wait.

I really like the music track you have and how you had it ramp up as your far fills more, a nice little detail that really helped the atmosphere of the game.

Great job

Struggled for a bit on what to do but I eventually was able to get the take off to work.
Cool idea for a puzzle game even if I was initially intimidated by all the numbers, very charming graphics and I dig the little music loop. Shame you didn't get to finish all 3 parts.

I don't think the volume sliders were working for me though.

Very cool monkeyball like, great use of the theme and a lot of fun.

I really struggled on the red levels but I imagine it would have been easier if I had a controller.

Thanks for playing the game.


I definitely need to give an option to skip the intro so thanks for the input.

The thought process I had was that if you take too long to take your turn that you forfeit it and so everything else gets to move, ie the skulls. It was my attempt to keep with the theme but I can understand the frustration.

Thank you for your kinda words, I knocked out the instructions in the last 30 minutes so I'm sorry if it did a poor job of explaining the game.

Thanks for the kind words, judging by the comments so far I definitely over complicated the gameplay and your feedback is really helpful.

Good use of the theme to set up different platforming challenges.

I think the time slow one was used most effectively for because there was some mechanical skill in activating it and timing it with the platforms. You could have made use of ghost mask by being able to switch it on and off on the fly while jumping to pass through and on platforms rapidly which you only use very sparsely.

All and all a cool game, great work.

I really like the theme of this one, I'm absolutely terrible at rhythm games, am tone deaf and terrible in social situations so this struck a real cord with me because that sort of frustration was conveyed really well with the game play loop.

Great work