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A jam submission

Your Hand Is A Duck (VR)View game page

VR handtracking game where your hand is a duck! [For Meta Quest 2 / Quest Pro]
Submitted by andyman404 (@andyman404) — 5 hours, 7 minutes before the deadline
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Your Hand Is A Duck (VR)'s itch.io page

Results

CriteriaRankScore*Raw Score
Concept - How interesting or unique the game is.#14.6114.611
Overall#34.0834.083
Enjoyment - How much you enjoyed playing this game.#53.6673.667
Presentation - How well executed the game is.#74.1114.111
Use of Theme - How well the game incorporated the given theme.#103.9443.944

Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What assets did you use in this project?
Unity XR Hands package, Unity XR Interaction Toolkit package, Unity Splines package. Music: LEtoile-danse-Pt.1 by Meydän is licensed under a Attribution License. Success/failure sound effects from Universal Sound FX pack. The Bold Font by Sven Pels. Some of my old scripts for procedural idle animation. Hand Tracking Gesture Recorder by jorgejgnz. An lowpoly old blade of grass asset I made previously.

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Comments

Viewing comments 29 to 21 of 29 · Next page · Last page
Submitted

Very unique and cool idea. The integration of hand-tracking was especially well done and the aesthetics and game blend perfectly!

The early levels felt a bit hard and I wasn't a fan of the way the player moved - perhaps a combination of the motion and getting fine-tuned movement made it difficult for me to adjust.

Overall, very well done and incredible usage of hand tracking!

Submitted(+1)

This is probably the most creative use-case of hand-tracking i ever saw. I also made one, but yours definitely can't be replaced by controllers, it's perfectly designed for all the different gestures and so.

I like how you describe the game-mechanic. Even when probably nobody ever used it before, it's very easy and intuitive to understand and you get used to it pretty quickly. 

I totally like the whole concept and the lots of ideas you've put it in it. Definitely a 5 stars game.

Some thoughts/problems/ideas as feedback:

  • The right hand controls were a bit difficult, especially because it seemed not to reliably recognize a fist. Think it's not your fault, it's just the limitations we have currently on the Quest 2.
  • The biggest problem with the left hand was  for me, when i told the duckling to stop and stay, but then picked up 3 ones, the other ones thought they should walk again :-D (maybe there would be another fitting gesture to show them come and stop... maybe something like a "high-five" gesture to stop and a index-finger pinch animation (but with stretched thumb) to signalize they should come closer or so^^)
  • The level design is very creative, but for my taste the first one was a bit too difficult as an "introduction level" (of course not really a critic for a game-jam game, just if you maybe plan to continue in future)

Just out of curiosity: Did you somewhere get inspiration, or have you already saw similar games or so? Would really like to try more games of this kind. And of course also hope you'll continue with it :-) 

Developer(+1)

Thanks for the feedback! The handtracking controls are just what seemed the most intuitive/fun to me at the time, although not necessarily reliable as I discovered too late. I haven't seen other games that use handtracking similarly. This game could have actually been done with controllers so that they track more reliably (e.g. the mouth opening/closing could have been done with the front trigger, and the head just follows the controller), but my goal for the jam was to play around with Unity's XR Hands package, and this was a simple little way to explore it. The funny thing is that I didn't start making the levels until the final 3 hours and was afraid that they would be too easy. :)

Submitted(+1)

When I saw the title of your game, I knew this was a must play. As a person who enjoys the combination of hands and animals, this game speaks to me. 

The use of hand tracking was terrific. I did struggle a bit with the movement using the right hand, but I also don't know of a better solution. The overall look of the project is top notch. The duckling grab mechanic can be a bit wonky, but the fact that you got it to work more consistently than not during a game jam is great! 

I'm jealous and I think you have a top contender here. Cheers!!!

Submitted

A really nice concept, with a bit of polish this could be an amazing game.

Submitted(+1)

Really solid jam entry! I could definitely see this getting refined and turned into a full fledged game. Graphically, it really feels like something that would end up on the Switch, if the Switch ever really went into the VR space.

Amazing job!

Submitted

Really quality stuff right here! I really would love to play this and rate it but sadly I only have PCVR. When the quest 3 comes out I will come back to this to try it!

Submitted

Wow, just wow. Not gonna do the compliments as others have already done that.

Here's some feedbacks and suggestions:
1. Using 3 quacks to toggle the follow mode is funny and seems smart at the first place, but it keeps being falsely registered when I'm quickly grabbing and releasing the ducklings to move them to the other sides. Perhaps use another hand gesture for that?

2. The grab physics is not reliable, things (including ducklings and balls and boxes) keep falling out of the grab. Not sure if it's intentional, as it would make sense that the grabbing power of the duck's beak is unreliable.

3. Smooth locomotion made me a bit sick. But I guess there's no way to implement teleportation due to the fundamental game design of this.

Anyway, great job! Enjoyed it a lot.

Submitted (1 edit)

Also, I don't see a reason to not include controllers as an option. Using hand tracking is certainly fun, but for those who prefer better tracking quality, controllers are still better. I'm aware that you finished this game in 3 days, so implementing two types of input might be taking too much time.

Developer

Thanks for the feedback. Yeah, it would have definitely tracked more reliably using a controller, and you wouldn't have needed to remember the hand gestures. But for this jam, my personal goal was to play around with the new XR Hands Unity package. For a post-jam version, I'd definitely add controllers, or do more where hand tracking adds more gameplay value.

For the jam, I was originally thinking of having the player swing their index finger and pinky finger to make the duck waddle. But I found that detailed hand tracking on the Quest 2 is so unreliable currently, especially when one finger obscures the other, or when the hand isn't at optimal angles, or when lighting is not good even. I wonder how good the hand tracking will be with Apple Vision Pro or Quest 3.

Submitted

Amazing work! And most of all amazing Idea!! I really respect people that want to use the hand tracking nowaday (i work with hand tracking) and i know is not easy to deal with it, so i'm impressed that with few time you could bring an amazing game like this!

Viewing comments 29 to 21 of 29 · Next page · Last page