Unfortunately I couldn't get it to work - the players starting position seems to be based on the boundary configured in the headset rather than being near the instructions. I tried deleting and recreating my boundary multiple times - which would cause the game to start me in different positions; but none were close enough to the instructions for me to read them or move on.
Play game
Untitled Gnome Game's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme incorporation - How well did the entry fit the theme. | #22 | 3.091 | 3.625 |
| Haptics - Did the entry make good use of haptics? | #23 | 1.599 | 1.875 |
| Audio - Did the entry make good use of audio? | #24 | 2.558 | 3.000 |
| Overall | #24 | 2.256 | 2.646 |
| Originality - How original was the entry. | #25 | 2.665 | 3.125 |
| User experience - How well was the user interaction implemented. | #25 | 1.812 | 2.125 |
| Fun factor - How much fun was the entry to play. | #26 | 1.812 | 2.125 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot version used
4.4-beta3
Comments
Congrats on learning to use Godot to make an XR game for the jam! I enjoyed the artwork, concept, and vibe. I only got as far as the lily pads but couldn't make it across.
Concept was neat and once I figured out the control was Trigger I was able to progress lol. The pool jumps were honestly pretty annoying, and having to wait for my stone to come back before trying again was just frustrating. If the stone was just attached to your hand somehow and you didnt need to hold it the whole time, thatd be nice, but idk if thats a part of a puzzle later on as I only got to the first gnome. After that I jumped really high on the lily pad once, but couldnt figure out how I did that, and since I missed the jump the first time I was stuck. Theres definitely potential here, just needs some more time and polish!
Very nice graphics and music. I found the 2nd runestode and freed the first gnome, but didn't figure out what to do thereafter.
I love the environment! It really does give the impression of being 1 foot tall. :-) Great job!
The concept seems cool, but I wasn't able to make it past the part with the lilypads in the water. I could get onto the first one, but never make the jump to the second, and couldn't find any alternative way to do it. Are we just supposed to jump, or is there a puzzle element there? If there's a trick, please let me know, because I would love to see the rest of the game :-)
hey thanks for checking the game out! and yes, the puzzle element is to grab the moonstone in the inner cave and then jump onto the large lilypad with both moonstones in hand. the idea is that we wanted some objects to only activate when two moonstones are near, typically larger objects. but no worries for you missing the rest of the game, that is as far as we got for the prototype. thanks for playing!
Tested on quest 2. It was trigger for me as well.
At first I didn't knew where to go, because everything is open space, and the moonstone didn't work until I jumped on the scissor
The pool jump are hard, after retrying it like 10 times I got motion sick.
I got to a crawl space in which I saw everything like a backroom.
But overall I really liked the art syle and the concept of saving friends.
On Q2 it seems like is lacking some form of antialiasing.
I love the concept for this game!
I was confused at first since the itch page says A/X are for mage hand when it ended up working on trigger instead in game. The art and audio are fantastic! But I did run into some issues with the moonstone not respawning if I left it on the sheers or dropped it in the water causing my game to soft lock. Also, while the spinning lilly pad effect is cool it made me very motion sick watching it spin while I was jumping.
Overall incredible atmosphere with a little jingle that's been stuck in my head.
Thanks again!
Goodbye!







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