Play game
Feet is Jump!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality - How original was the entry. | #1 | 4.534 | 4.636 |
User experience - How well was the user interaction implemented. | #8 | 3.379 | 3.455 |
Fun factor - How much fun was the entry to play. | #9 | 3.468 | 3.545 |
Overall | #15 | 3.008 | 3.076 |
Audio - Did the entry make good use of audio? | #17 | 2.845 | 2.909 |
Haptics - Did the entry make good use of haptics? | #19 | 1.511 | 1.545 |
Theme incorporation - How well did the entry fit the theme. | #23 | 2.312 | 2.364 |
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
Leave a comment
Log in with itch.io to leave a comment.
Comments
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.
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)
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?
Yes, it was enabled. (No clue why I enabled it)
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()
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.
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!
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!
I recorded my playthrough
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.
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!
Nice idea!
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.