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Denoda

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A member registered 11 days ago · View creator page →

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Unfortunately I was unable to get the game up and running. Brave crapped out when I hit the tutorial, and chromium gave up a few minutes in. Wonder if it's a Linux thing :P

From what I was able to play, lovely art, music, and little dialogue bubbles! I do love me some good banjo-kazooie style sound effects for speech.

Abstaining from voting due to not being able to play through the full game. I enjoyed the bit I was able to play though!

HoNse! 3 the Joust! Is a game about being the very best HoNse! Like noone ever was. To slay them is the real test. To joust them is my cause. Go forth and learn the lore of the HoNse.

The harmonica is definitely there. Also definitely fits the vibe. Forcing the player to put in their name as Honse! Was a great gag. Had me laughing in my seat! The game is very self aware, but in a good way that hams it up but not to the point of groaning. A good balance. The voice over is amazing. The music matches the tone and is well done. The visuals add to the aesthetic theme of the game.

Some (hopefully) constructive criticism:

-The hitbox for the sword hit is a bit ambiguous. Things I think are going to hit don't and things I think aren't do. Wasn't an issue for difficulty (I did make it through to the end), but having something obviously awkward like QWOP I find more enjoyable then something ambiguously awkward. Having some indicator of where the hitbox is while making the sword take an egregious amount of time to swing could be a possible solution.

-You joke about the options, but some music/sound effects adjustment would be lovely! Doesn't take too much code. Put the SFX on one bus and music on the other, and stick a slider in the options to change the level (in my experience, linear adjustment works better for sliders than DB). The harmonica is just a liitle piercing on my ears XD

Overall, great game! Thanks for sharing this with the world :)

Office Chairiot is an amazing play on words, but also a fun game about being too lazy to get out of you chair to get stuff done in the office. Get your coffee, your work, and get back to your seat all while sitting in the comfort of your now personalized butt-shaped chairiot. 

The primary loop is engaging, and is the type of game where it is easy to get into a flow state optimizing paths to victory. The ambience works to further encapsulate the world, and the sound effects remind me of my very own butt-shaped chairiot blazing down the halls at breakneck speeds, though my collisions tend to have more consequences.

Some (hopefully) constructive criticism:

-The ambience is great, but I would LOVE a little bit of background music. Doesn't have to be loud and it can match the theme. Maybe have the sprite put some earbuds in if you're worried about in-world continuity?

-Since the gameplay input is the mouse, 8-directional limits on input can feel a bit limiting. I understand it is easier to code collision this way for off-object boosts, but could I recommend a secondary collider for the feet instead to remedy this? The sprite doesn't need to represent every angle, but I'd feel much more in control with a few more options on my angles.

Overall great game! Fun to play and replay. Well done!

Valet Anyway is a game where you play as a valet driver who has a need for speed (and dough), making some insane moves while collecting some cash before parking your ride. 

The gameplay loop is solid, the car feels good to drive, and the soundtrack makes you want to do all the sickest drifts. The car is absolutely spin-to-win off the get go, I opted for the (third?) accessibility option to keep the camera locked and let the car do all the spinning. The primary loop of parking the car is great, and the secondary loop of collecting the loot and making sick moves enhances the gameplay up a degree. I love the squash and stretch of the car while turning/drifting, reminds me of the old Miniclip days...

Some (hopefully) constructive criticism:

-For the default camera, it might be worth damping. A.K.A have a bit of lag on the camera turning before the car does, and smoothed out a bit. I think? Option 2 does this a bit, but I think having the default option smooth and increasing the damping would go a long way towards making the default mode more playable.

-Personally (so take this with the grain of salt it deserves), I think requiring a base score before parking and allowing the player to park whenever they're ready would play a little smoother than sticking a timer and a parking spot on the player halfway through the gameplay. Maybe start the timer at the beginning of the run and have a time bonus instead for the faster folks?

-A windowed mode would be lovely. Got a little flashbanged with the insta-fullscreen in my web browser XD

Overall great game, great replayability, and a great style with it. Well done!

MAGNIFICA HUMANITAS is an intriguing little game. You start out as a robot in front of a terminal and a giant gate with a gear, and attempt to work your way inside. MAGNIFICA HUMANITAS gives of the Mist vibe of interest and wanting to explore. Unfortunately there are currently some pretty glaring oversights with colliders and play zone, as well as some obscured controls. The game boots and tells the player to click on the podium, but not to press escape to leave the podium, potentially leaving some players stuck and unable to move off of it. Would love to see this game fleshed out a bit more. That being said, core gameplay exists and stirred my intrigue, so well done!

Puke or Boom is a game where you lasso people to force them into your puking contraption, hopefully accumulating enough vomit to disintegrate the ticking time bomb in your facility.

Personally not my thematic cup of tea, but definitely a unique theme. The basic gameplay loop of lassoing folks and sticking them in your machines is a solid primary loop. The puking sound effects does indeed sound like people puking.

A bit of (hopefully) constructive criticism:

- While lassoing, it can be hard to grab people. since the lasso moves slowly, the shots need to be led quite a far bit ahead to grab a person off the street. Either speeding up the lasso or making the hitbox a little bit more forgiving would resolve this.

-The gameplay loop is engaging, but I would argue not 300 seconds (5 minutes) engaging. Reducing to 1 min and balancing the game accordingly would help tremendously with this, and if the loop is still engaging after that people can choose to play again.

-Replaying the game froze my character? I had to reboot the game to play again instead of returning to the main menu and clicking play. Not sure what shenanigans are happening in the background here but it'd be nice to not have to reboot to replay.

-The wall of text on the two characters in the factory was a bit hard to comprehend. Either shortening the text to "Place captives in spinners to produce puke!" and "Power your factory using the hamster wheel!", or highlighting where you can place captives after you've grabbed them might make it a bit easier to understand.

-A quality of life improvement that would improve the gameplay is a little time remaining bar for each station. It would make it easier to know who needs replacing instead of guessing when they're about to explode.

Well done completing the game for the jam!

Very Serious Steak Cooking Simulator is a fun little warioware styled game where you cook steaks to perfection by adjusting the burners to the desired temperature shown beside the pan.

I love the concept! Good idea, decent execution, great music! The timer is just long enough to get the swing of things while ensuring the game doesn't overstay its welcome. 4 Steaks at once is just the right amount with the time given per steak.

A bit of (hopefully) constructive criticism:

-It can be a little difficult to initially determine how to use the controls. Looking back, I know the tutorial states what to do, but on my first try it still took me a little bit to figure it out. I defaulted to trying to interact with the pans instead of the cursor and initially wondered if the mouse detection was off, but that's on me. I would recommend maybe trying to declutter the tutorial page a little bit, maybe split it into 2 pages? Like a good powerpoint, a good tutorial page should have minimal text and should naturally draw the eyes to the important information needed to interact with the game.

-The game interaction kind of comes in waves of panic, then waves of stillness. I would recommend having the steaks showing up of the burners at interspersed intervals to remove the up and down of interaction with the game.

Overall a great game to be proud of. Great job!

An Old Man with a fan is a lovely homage to the gameboy colour days of simple, effective gameplay with lovely visuals and a rocking background track. The game is polished, feels good to play, and has what appears to be scaling difficulty for endless replaybility. Love the concept, love the execution!

A couple (hopefully) constructive criticisms:

 -I would love to scale up the gameplay window a bit. If you're worried about the integrity of the pixel art, integer scaling the project settings should solve that, as well as forcing the aspect ratio.

-A highscore tracker would be lovely! Maybe in the top left?

-A quick retry button on a gameover would be lovely. In godot you can reload the scene for a replay in likely the same way you did to boot it on the title screen.

-I'd love to be able to return to the title screen after a gameover  to review the credits :)


Overall a lovely little game, everyone should give this one a go! Good job to all of you on the team! :)