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A jam submission

Feet is Jump!View game page

Build'n jump VR toy with feet-based input
Submitted by Kasper Hviid — 1 day, 6 hours before the deadline
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Feet is Jump!'s itch.io page

Results

CriteriaRankScore*Raw Score
Originality - How original was the entry.#14.5344.636
User experience - How well was the user interaction implemented.#83.3793.455
Fun factor - How much fun was the entry to play.#93.4683.545
Overall#153.0083.076
Audio - Did the entry make good use of audio?#172.8452.909
Haptics - Did the entry make good use of haptics?#191.5111.545
Theme incorporation - How well did the entry fit the theme.#232.3122.364

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Solid entry, did have issues on stream because the game forced full screen on me.

Godot version used
4.2

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Comments

Jam HostSubmitted

Unfortunately I can't get the controllers to work. I've tried both the Meta and SteamVR OpenXR runtimes; and tried it on a Quest 3 and a Quest Pro. In all four cases the hands stay unmoving at foot-level.

Developer (1 edit)

Thanks for reporting! I've noticed you had the same problem with SPACE WALK. Unfortunately I don't have Quest, so can't really test those HMDs.
Do you want a link to the source? (I won't link my source project publicly, since they contain paid assets)

Jam HostSubmitted

I think we've partially tracked it down to something related to eye-gaze-interaction. Do you have that enabled in the OpenXR project settings?

Developer

Yes, it was enabled. (No clue why I enabled it)

Developer

Turning off eye_gaze_interaction grants me two fresh errors:

E 0:00:00:0993   is_top_level_path_supported: OpenXR: Unsupported toplevel path /user/eyes_ext
  <C++ Error>    Condition "required_extension == "unsupported"" is true. Returning: false
  <C++ Source>   modules/openxr/openxr_api.cpp:200 @ is_top_level_path_supported()

E 0:00:01:0008   is_interaction_profile_supported: OpenXR: Unsupported interaction profile /interaction_profiles/ext/eye_gaze_interaction
  <C++ Error>    Condition "required_extension == "unsupported"" is true. Returning: false
  <C++ Source>   modules/openxr/openxr_api.cpp:220 @ is_interaction_profile_supported()

Submitted

Cool concept with real jumping, and having in-game calibration was nice. Would be interesting to add more platformer gamey things like the waving your arms to double jump; wall sliding, charge jumping, dashing, etc.

Submitted

honestly i really enjoyed the concept, something built on the whole build the level in a small space and use it to solve a larger puzzle would be neat.  nice job!

Submitted

Very cool concept! I think more VR games should do physics input like this, rather than buttons. I also liked that the level could be modified by moving the blocks. Great job!

Submitted

I recorded my playthrough

Developer

Thanks, this was very illuminating!

There were some framerate voes, I believe? I'll see if I can optimize it a bit.

I think I'll add a goal. Had wanted to do that, but then I didn't bother. I also thought that people would just naturally avoid the spikes, so no need to make them actually do anything. But I guess I need to figure out how to detect if the player collide with trap or goal zones.

Another downside is the level randomly exploding. I'll try making the pieces keep their position instead of snapping to the hand. Maybe there is some hack I can use to dampen their movements, too. Also, making the pieces slightly thicker would help keeping them upright.

Submitted

Was it using the forward+ renderer?

Godotjolt might help with the physics, if you aren't using it already.

First time I see this as a mechanic, and I loved it!

Submitted

Nice idea!

Submitted

I had fun with this one I loved climbing on top of the gnome and jumping around. Maybe I missed it but is there an end goal to the game or is it to just place stuff and go out and mess around on it? Also I had fun making shadow puppets on the wall lol.