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Synthesized Electricity's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1 | 3.625 | 3.625 |
Overall | #2 | 3.667 | 3.667 |
Use of Theme | #3 | 3.500 | 3.500 |
Presentation | #3 | 3.875 | 3.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Unfortunately, the movement/launching controls don't work on a Valve Index w/ Valve Index Controllers + SteamVR. The left thumbstick only lets me snap turn. Neither thumbstick lets me move. The jump and launch object buttons don't work either for the Valve Index controller (the A/B buttons don't do anything on either controller). In Unreal, were you using a Meta-Oculus-only framework?
I can just snap turn, grab the gravity gun, and shoot the beam to grab the box. I'll try it on a Quest 3 with link later if I get a chance.
It worked fine on Quest 3 running it through link cable and the Meta Quest Link desktop app (but not though Virtual Desktop and SteamVR as the OpenXR). So I'm guessing that this is just a Meta/Oculus-only desktop app.
I appreciated the arrows because I hate puzzle games and getting stuck. I also appreciate the work that must have gone into getting this all to work in the limited timespan of the jam. Well done!
Sorry about that, I just forgot about setting up my custom bindings to work on other vr headset than the Meta Quest 2. But thanks for the feedback :)
I'm a huge fan of Half-life and Portal so i was very excited to try this out and it was quite good, i love the combination of the Portal aesthetic with the Gravity Gun from Half Life 2
That being said, i think you shouldn't have included the arrows pointing to where you need to go and what you need to do, The whole fun of a puzzle game is figuring out the puzzle yourself and when the arrows literally tell me exactly what to do step by step the game becomes less of a fun puzzle game and more of a walking simulator
I think without the arrows this game would have taken me a good 20-30 minutes to complete, but since the arrows tell me exactly what to do i managed to get through the whole thing in like 5 minutes, i thought the puzzles were quite well designed aswell and understandable so i don't really understand why there is arrows in the first place.
Other than that i really like the way you used the theme, i like how you made it so the player has to pick up the cube and use it to click the Play button which i thought was a smart way to teach the player how to use the Gravity Gun before the game even starts.
Only bug/issue i ran into was the doors being a bit small
I would have loved to play through a version of this without the guide arrows but either way thanks for taking the time to make something!
Thanks a lot for the feedback. Two small things:
-The doors I made them and textured them before trying them and was too lazy to redo(that's on me)
-The arrows were actually to shorten the game as a lot of people aren't able to stay in vr for long and there are many games to try so it was the goal of the arrows and to eliminate frustration or being blocked, I do think though that I should've added real quick before the end of the jam an option to deactivate them as there are people like you and me who prefer longer and more mind buggling puzzles(I assume) but I totally understand the point.
Thanks, :)
I tried to give this go before, my old pc really struggled with it, not your fault I do have a old rig, its almost perfect for q3 Dev, as what I get on my screen fps wise is what I get on the quest3. Also had to install C++ to try your and the electric forest. From what I could see its was well made and looked great!
Thanks I appreciate it, and yeah the c++ thing is just outright weird but I think it's just a problem with the engine as replaying the game will require you to reinstall it even if already done which is quite weird and it only did it in unreal 5.4 for me and not with other versions :)
Insane ! I want more levels.
The weapon that comes back into your hand even if you've dropped it 10 metres before and don't know where it is: it's perfect!
Didn't have time for more levels unfortunatly but I could make a sequel to the game in the future(maybe even in the VRJam3), also little fun fact: the gun coming in our hands from far away isthe combination of making the grab range infinite, only being one grabbable object and being lazy to make a gun respawn system. Thanks for the feedback :)
Very solid jam entry!
Nice presentation and a proper game to play with voice acting and progression.
I really like that you focused on the core mechanic (Push & Pull) and that the other mechanics like pressing a button or powering a generator buildson top of that core mechanic. Gives a very nice and intuitive gameplay loop.
Small thing, on the meta quest 3 the gravity gun pointed upwards when my hand was holding the controller neutral.
GLaDOS would be proud
Thanks for the feedback I really put a lot of effort into the core gameplay and glad someone liked it. Also the gun going upward is normal if it was about a little less then 40 degrees I was just too lazy to fix it and eventually forgot about it(like a lot of things lol) :)
I like the mechanics! The art style is matching the game! But then I spent sometime on hitting the play button. Would it be better to have instruction for that?
Thanks and sorry for the play button the menu was done in about 20 minutes before posting the game and I kinda just wanted to be done with it but thanks for the feedback :)
Nice lil' gravity gun you got there, complete with launch function. Made for some simple yet kinetic puzzles! Unfortunately, I got to a spot where the dotted line paths suggested I needed to go, and wasn't able to jump across to jump strength. (Was I supposed to put the cube down and jump down onto it? If so, neato!) Considering you have a side post on the gun, perhaps consider a two-handed attach, as the other hand really has nothing to do, and thus you'd stabilize the firing experience and engage the player more doing so? Nice work!
Thanks for the feedback :) there actually aren't any place where you need to jump except for the end where the big robot is and if you are talking about where there is text saying "press A to jump if needed" it is more of a help then anything in case the cube was not correctly pushed. Also yeah I know about the two handed grab I should've removed the handle or add last minute two handed grab though I was too lazy to change it lol(and not enough time). But thank you very much for the feedback :)
Hey there, here's some comments from a second playthrough. I realized I was trying to jump onto a trigger pad for a cube. This was a little bit of an epiphany, and I was then able to play the rest of your game. I liked the electric motors that would operate in 'forward' or 'reverse' depending on the charge you feed it, this spoke to the theme in a very direct way. My only suggestion this time around is that being able to draw/pull the charge/cube closer would have helped, but maybe I missed that control scheme? I liked the physics of the grab cubes, how stacking them was part of the jumping puzzles, I liked the design of it all, and the whole game played smoothly. Great job!
Thanks for the second feedback and I did think of adding the draw/pull function but forgot about it mid developpement lol. But I'll try thinking about this sort of thing in the futur :)
Forgot to say in the game page(and don't want to modify it after submission) that all assets were made during the jam using Blender, Quixel Mixer and Unreal with the exception of the model of the Autonomous Sentry Turret(big robot at the end)