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bhijn

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A member registered Jun 16, 2020 · View creator page →

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Tested this on both a desktop (with a 3GB GTX 1060 and a Ryzen 3 3200g), and a laptop (with an RTX 2080, and an i7-8750H).

When rendering on either Nvidia GPU, or the AMD iGPU, rendering simply doesn’t work.

However, when rendering through the Intel iGPU, rendering works perfectly fine.

This is incredibly unusual! Normally when a game’s rendering is broken on all but a specific vendor’s cards, it ends up being specifically Nvidia cards that a game works on. We genuinely have no idea how your game’s specifically only rendering under Intel’s OpenGL driver.

If your game were using GLES, we’d suggest piping the relevant calls to ANGLE and seeing about debugging in that environment, but it seems you’re using standard OpenGL, so that wouldn’t be helpful here.

Our attempts to investigate what’s going on under the hood were stopped short by Renderdoc being incompatible with OpenGL contexts created without attributes.

As for the game itself: it’s a pretty neat tech demo! We’re always a sucker for active ragdoll physics, and you’ve got that along with soft body physics working quite well. It’s fairly impressive for something that’s entirely procgen’d!

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This is eXTREMELY adorable!! We’re very cheesed to poke and prod and yeet this creature. We thoroughly enjoy bullying this creature.

The popups are also a really adorable touch (and I may or may not have sunk a bit for some of them oops)

It’d be a treat to see the project continue post-jam! Animations for holding Brie would massively increase her yeetability, and if you can somehow pull it off, detection of running programs for Brie to comment on would be an absolutely amazing touch (though might be easier said than done!)

This is a pretty cute and charming little game! For something made in only 24 hours, it’s surprisingly functional! Counterintuitively, we found the spinning-out state to be easier to control than the standard movement state, especially once the game becomes a sperm hell where the most effective strategy is to keep sliding around the circumference of the egg.

Additionally, this game functions flawlessly when exported for the web! We tested this by decompiling it, re-exporting the project for web under Godot 4.3, and running the result locally. Everything functions exactly as intended, no rendering is impacted (no mobile/forward+ exclusive features are used), and the process of restarting to try again feels slightly less awkward in a web environment (as hitting F5 to refresh is less clunky than alt-f4’ing and re-launching). It’d probably be worth taking the time to upload a web export for this game!

There’s definitely potential here! The procedural puzzle generation has a tendency to generate unsolvable puzzles (such as requiring two gramophones to be activated when the level generates either one or none), but we can see it potentially working smoother with extra fixes, and more fleshed-out generation rules to make things feel a bit more coherent. The core mechanics are decently solid, and would likely shine quite well with better level generation.

Additionally, this project functions completely flawlessly as-is when exported for web. We’ve tested this by decompiling it, re-exporting it as a web build from Godot 4.4, and running the result locally. The project in its current state doesn’t use anything that’s exclusive to the mobile/forward+ renderers, and doesn’t make use of any APIs that require special consideration for web exports (aside from the resolution switcher in the main menu, which predictably does nothing on the web). Publishing a web export would be a good way to get some more eyes on your game, and more ratings for your game!

This game is pretty neat for what it is! We love the gradual, slow-burn corruption and body changes that settle in as you progress further; it’s quite subtle, but it’s quite a treat once you notice it.

The general lack of explanation also has an oddly positive effect on the overall vibe; it makes the hypno scene in particular feel a lot more alien as you’re forced to feel around to figure out what’s going on, which we genuinely love. Though we imagine that better self-explanation through more well-defined visuals would make it click far more satisfyingly (and would also be a good opportunity to double down further on the general alien feel).

Pretty solid overall, for what’s currently there!

Also, this project functions fairly well as a web export! We’ve tested this by decompiling the game, exporting the resulting ripped project to web as-is from Godot 4.4 (release version), and serving it to localhost via nginx. Even with no changes at all, most of the content seems to function exactly as well as it does in the provided desktop build. You even have the mouse properly regaining focus on click when focus is lost in a web build (which we know requires a workaround to pull off due to web export bugs).

Ratings probably wouldn’t be negatively impacted by a web build of what’s currently present, even with your project being affected by a few limitations related to it (notably: the compatibility renderer doesn’t support particle trails, which some of your particles appear to use). Some of these limitations have fairly easy workarounds; the shadow-casting light in the mirror_3d scene needs to have its render mode swapped to cube in order to properly render under the compatibility renderer, for instance.

Your game deserves to have more eyes on it!

We had to pry this open via Godot RE Tools just to be able to play it. We might genuinely be the first person other than the author to successfully play this game. The issue that prevents the game from being playable is that the play node in the main menu scene is simply hidden, making it unable to be interacted with. Unhiding the node makes the game fully playable (and thus ratable), even in a web export.

It’d be nice to see a hotfix that unhides the node! It’s very much type of thing that’s acceptable to hotfix during a gamejam’s rating period.

The game itself is decently solid for what it is; it reminds us heavily of the Flash era of web games, where games generally stuck with a fairly humble scope.

The game manages to nail the exact hyperspecific vibe of the average DOS game from the pre-DOOM era. From the game design, to the text crawls, to the presentation, to the music, everything! And it manages to pull it off without resorting to a superficially retro aesthetic! We’re a huge fan of it!

This is a really cute take on the concept of a horny fishing game! Being able to dress up the kobold as you collect clothes is very nostalgic as someone who played a lot of dressup games back in the day, and all the clothes look hella adorable on that ’bold!

Usually we’re fairly harsh towards games that’re RSI-unfriendly, but honestly the mechanic combined with the limitations of Pico-8 give it a good pass. It could be made more RSI-friendly by allowing any input for mashing (this is what prevents one-button rhythm games like ADOFAI from being wrist shredders), but with Pico-8’s limitations on input, it’ll still be pretty rough regardless.

Aside from that, this is a very charming game, and does a really good job at mechanically representing omorashi! Playing this with a full bladder after drinking an energy drink has been the most immersive experience we’ve had throughout the jam so far.

We’ve written a postmortem detailing the development and journey behind the scenes of the game! It’s a lengthy read, but is likely to be an intriguing read for other folks who participated in the jam, given the quantity of fellow nerds in this crowd!

This entire game is a spiritual experience

It is exactly what the soul needs

10/10, no notes

As a demo, this is pretty exciting stuff! The art here is simply gorgeous, and the narrative is fairly compelling despite how short the runtime is. All of the text and dialogue serve clear purpose, and characters are introduced in fairly natural ways.

Spoiler for ingame content The puzzle is definitely a feelie; it's hard to see what the connection is between the first panel (which seems to function primarily as a hint), and the other panels. Thankfully, the wires getting replaced with a hand-drawn texture when you get the panel right stops the puzzle from being a test of patience, and the solution for the remaining panel becomes fairly easy to logically deduce.

Also, the moment that happens after that? Completely nailed the “Oh shit did I fuck up can I fix this oh god” feeling. Top-notch!

We can easily see this getting fleshed out into a full game, and what’s here has us craving more!

The rendering here is extremely unoptimized. On a GTX 1060, frame times are consistently well over 50ms, which makes the game unplayable. Performance is better on an RTX 2080, getting around 18ms gpu frame times on average when running native (far more playable!), but GPU usage is still pegged at a constant 100%. Both GPUs were rendering to 1080p displays. We had to bust out Renderdoc to double-check that the game isn't a crypto miner, as the performance issues were pretty alarming.

The performance issues seem to stem from the sheer amount of full-screen gaussian blur (this is a fairly expensive operation!) being done every frame. Quite a few render passes seem to have their results go completely unused within the final presented frame.

Optimization issues aside, this is a pretty solid rhythm game! The vocals and backgrounds are fairly repetitive, but the underlying songs have decent variety. The presentation makes sightreading fairly intuitive, though the hard charts aren't particularly challenging.

This one's definitely a standout! There's a surprising amount of depth in the actual gameplay, and it does a pretty good job at representing the main kink at play.

The dialogue is a treat, especially with how it responds to the cards being played. It does an amazing (and unexpectedly grounded!) job at portraying the sheer sexual tension between Yuni and Erx.

I also genuinely love that it lets the psychic mind control kink take the forefront for the extent of its horniness, instead of relying purely on straight-up sex to be horny.