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A jam submission

Agni Kairo: VR FirebendingView game page

Cleanse the evil spirits with your Flameweaving fists! Godot XR Game Jam Feb 2025
Submitted by Vikfro (@Vikfr0) — 57 minutes, 19 seconds before the deadline
Rated by 7 people so far
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Agni Kairo: VR Firebending's itch.io page

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Godot version used
4.3

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Comments

Submitted

Nice Game! I like everything in this game!

Submitted(+1)

Nice! Good physical mechanic, both punching and blocking. The punch detection was a little easy to cheese with waggling as is, but still satisfying to whip up a big gout of flame. Decent visuals, though it seemed oddly dark (filmic tonemapping?) on windows/bigscreen beyond.

Developer (3 edits)

Thanks for playing and the feedback! Yeah it do be cheeseable, especially since I didn’t spend enough time on tuning my intensity calculation that multiplies with damage, particle size etc.

I plan to implement a more proper gesture recognition e.g. detecting a start and sudden stop in the movement. Also I remember this I found for another project https://godotengine.org/asset-library/asset/3257 (based on https://depts.washington.edu/acelab/proj/dollar/qdollar.html), that might work with some plane projection. I know there’s already LOTS of work done for pose recognition with all sorts of tracking, I just haven’t done proper research during the jam.

I’d like to code some more complex movements for different abilities, similar to the moves in Avatar. It’s inspired by Tai Chi and other martial arts.

Thanks for letting me know it’s too dark, tonemapping is ACES (honestly I don’t know much about rendering, it just looked the best to me). It’s probably just a lack of light. I should have added more torches further in the forest, already lit. I wanted the game to be dark so that part of the experience is to light it up with your flames.

Visuals in general is my weak side in game dev, for this game it was one of my main goal to get better at that (the other was making a VR game for the first time :D)

Submitted(+1)

Fun game.  Quite the workout.


Played via pcvr on Quest 3, I wasn't able to get the webxr version to work with the quest

Developer(+1)

Thanks for playing & hope you enjoyed the exercise!

Yeah Snopek has been helping me investigate the issue. Someone else had a similar problem where it was because glow was enabled, but I don’t. I also have a bunch of errors that show up in the web console that don’t in the PC export 🥲 It’s my first VR game so I’m discovering some “fun” stuff about it :D

Don’t own a Quest only Valve Index but I might switch if I get serious about VR dev, Meta seems to dominate the market.

Submitted(+1)

Very nice idea, I didn't expect a fitness game in this game jam. :D

Beautiful graphics, I wonder how this would perform on a Quest 2/3.

Developer (2 edits)

Hehe I’m gonna trick all the nerds into becoming healthier, that’s my secret evil-but-actually-nice plan!

Thanks for playing and the nice feedback. I do wonder about the performance too, As I don’t own a Quest it’s kinda hard for me to dev for it. WebXR doesn’t seem very reliable, doesn’t work for my Valve Index the controllers don’t show up. And my WebXR export is bugged for Quest users apparently. Can’t really test Android Quest without owning one afaik.

It’s my first VR game and I did some research yesterday, saw that Meta is dominating the market quite heavily. So yeah might be wise to switch headsets if I do get serious about VR dev (and honestly if I have less cables to worry about, all the better).

Developer

Hey I uploaded a new Android Quest build on the game page which should work hopefully. just notifying in case you’re still curious about performance (I am, but really you don’t have to go out of your way to test it again!)

Submitted

It runs, but FPS seems quite bad on my Quest 2 (not surprising, your game looks great).

Submitted(+1)

Great fun, great cardio! Only downside was constantly having to turn to see if there’s a foe outside your field of view.

Developer

Thanks for playing! Yeah enemy presence could definitely be improved somehow. Glad you enjoyed the exercise!

Submitted (1 edit) (+1)

Hi! I liked the idea and to throw punches, a little workout haha.
¿How did you get the force of the punch? because I didn't feel like punching harder was making something.

A few things that I notticed:
-  game freezed at first when it loaded the shader of the fire
- If you tilt your head the fire will tilt with you this is a common mistake with particles in vr to fix it, you will need to ignore some rotations of the camera
- Perfomance-wise it was demanding, maybe for the grass and a lot of fire?
- On WebXR is completely broken, only one eye is working and very very lagged. (Quest 2) This probably happend because one material or shader is conflicting with VR 

Overall I liked it for a while, is always nice to move the body.

Tested in PCVR via ALVR and webxr

Developer (1 edit) (+2)

Hi thanks for playing! Nice that you enjoyed the little cardio session :)

For the force of the punch I store the difference in positions of each hand over some frames, and I calculate an intensity based on some value I measured myself (IIRC intensity = minf(1, accumulated_pos_delta / my_max_constant)). but I didn’t have time to fine-tune it properly. So it’s not a very noticeable difference if you punch decently fast. At first I wanted to use RigidBodies but it didn’t seem very easy to do so in VR; and I’m a bit inexperienced with them in general.

Btw the punch is made just by hitting a StaticBody set 0.7m in front of you, attached to the camera :D I think it would be best if I detected a sudden “stop” in the movement or something like that. It was just my first solution and worked well enough for a jam game. Will try some gesture recognition when I find some time, would enable more complex moves.

I couldn’t get my Valve Index controllers to work with the WebXR export so it’s untested. I tried another WebXR game (Open Saber) and same issue there idk why. Game shows up but controllers aren’t detected basically. Also didn’t export for Android Quest properly, it’s my first VR game and I own only a Valve Index 😅

I don’t have performance issues but I have a beefy PC (RX 6950XT and Ryzen 9800X3D). May I know your specs?

Submitted (1 edit) (+1)

This is my first VR game too! 


Your solution is a thinking-out-of-box solution! But 70cm seems too far away (It did work fine for me, but what will happen if somebody with shorter arms try it?) . RigidBodies will kill perfomance if you hit fast enough.

But checking the average speed of the collision in some frames or ms seems appropiate to me, in this case you need to assure the game runs smoothly at 120fps all the time to get the most fiable avg speed.

Maybe the webXR export is faulty in some way? some other webxr games of this jam didn't recognice my controllers, I will be glad if you try my game in the webXR version to check how it works, I tried to optimize it a lot.

I had a little perfomance issues on the pcvr version, mostly of them at the start loading the shaders and materials. Specs: Rx 5700 CPU ryzen 5500, also I did a lot of little jabs at the start to check the fire

Developer(+1)

I have the frame delta included in the calculation so even if framerate varies I think it should be fine, maybe some edge cases are unhandled.

I thought about the short-armed problem (or long-armed, could be awkward to see the flames produce too early in the movement). I wanted to include a distance-slider, and maybe measure it by asking to stretch your arm and press trigger. But yeah I want to rework the punch recognition method as a whole.

When I try your game in WebXR I get a pop-up “sorry your browser doesn’t support immersive VR”. Latest chrome on Windows.

Thanks for the specs, yeah loading shaders is an issue I think I used the Forward renderer for the PC export so they aren’t precompiled (IIRC it’s basically impossible for Vulkan-based renderers). Might be possible to compile as a loading step however, I think I saw something about it in Godot XR Tools gotta double check.

Submitted(+1)

Mmmm delta should help, but think of it as a pooling rate, at better fps, better data to work with

The Slider / Ask for calibration is a nice one, many games do that to calibrate arms length automatically

Oh my bad, try webXR with your headset, at least in quest 2 game is working fine.

Yeah Godot XR Tools have a common shader loader, in which you put all your materials and shaders, then put the commonn shader facing the camera (all the things you want to preload need to be in the frustrum of the camera and it need to be visible), is not like a precompile but like a work-around to load all things before starting the real game. I used that, so the game doesn't lag so much when doing the things the first time