Really polished experience! The tutorial setup was very smooth. The concept of staying alive was engaging and exciting. I got a bit sick when I moved up and down, but not terribly.
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Space Panic! VR's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment - How much you enjoyed playing this game. | #1 | 3.789 | 3.789 |
Presentation - How well executed the game is. | #3 | 4.368 | 4.368 |
Overall | #6 | 3.895 | 3.895 |
Concept - How interesting or unique the game is. | #16 | 3.895 | 3.895 |
Use of Theme - How well the game incorporated the given theme. | #24 | 3.526 | 3.526 |
Ranked from 19 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?
3D Head model - Unumex (CGTrader)
Universal Sound FX - Imphenzia (Asset Store)
SALSA - Crazy Minnow Studio
Auto-hand - Earnest Robot
Colossal Game Music Collection - The Indie Devs Nation
Planet Volume 1 - Hedgehog Team
Comments
like the feel and tone on this one. the use of the oxygen tank and power added an interesting element. nice work.
Played the Jam version. But cool to see you have kept working on it with improvements! As I haven't seen them my comments are based on the original version so you probably fixed most of these issues I am going to mention.
Really liked the game! Completed it first try and it was fun, interesting, had some challenge but not too difficult or too easy. Tutorial was super clear so I had no trouble figuring out what to do. Environment nicely laid out. Also a good length for a jam game. Although doesn't have any replay value. So about 5-10 mins of gameplay time total if you don't fail.
Graphics are very good for a quest build and with the time available. Ran perfectly too. Zero issues with performance or graphics.
The intro spinny scene did cause me motion sickness right away so I was quick to click play to get rid of that. The space movement also made my head hurt a little as I am still not great with that kind of locomotion however it was far better than expected, enough to at least complete the game. Glad it had snap turning and was not too hard to keep myself still or I would have stopped playing immediately.
That turret section was unexpected but really cool! It would be nice to know how much health I have though as I thought I would die if I got hit once but I survived two hits. Didn't find out what the limit was.
As far as the theme goes, it was very clear and well-implemented. If I had to nitpick, I would say it was maybe a bit too obvious of a theme as it involves being given boxes but I love the use of the tapes and having useful items given needed to progress.
All in all, great job! May have to try v2 at some point or a future version.
Thanks for all the feedback folks - it's very handy!
Version 2 (post Jam) has now been updated given your comments and suggestions. I aim to keep going with this and hopefully expand on it in the future, so all this feedback is great, thanks guys - keep it coming!
Here's what's been updated in V2:
- Added Level of difficulty
- Added option for smooth turn
- Added controls description at the start of the game
- Slowed down main menu graphics to avoid sickness
- Added a movement speed option
- Added a message for when the turret computer is offline
- Updated graphics generally
- Updated hand offsets on the Quest
- Fixed high score increasing too much once a game has finished
- Updated main menu graphics
- Added Restart & Quit options in the main game
Hi, enjoyed the game. Found it hard to pick up some items.
Games which you watch the oxygen levels drop always add so much stress...in a good way :)
Easily one of the games to keep returning to :)
Really cool puzzle game! I could finish it easily! The only problem i had was during the fight against the turrets, i think that the monitor with the crosshair shoulded show the visual from the upper turret side, but the screen instead was only black, so i had to rotate and shoot randomly hahaha anyway i really like the environment, amazing game, really!!
Thanks for the feedback… The monitor should show visuals as long as the power levels are high enough, otherwise the monitors will turn off as the ship powers down. From what you said, I’m thinking perhaps you needed to increase the power level at that point so you could see the monitor output. I think for version 2 I’ll make it clearer and show that the monitor is ‘offline’ or something, just to avoid any confusion - thanks!
Cool puzzle game, reminded me "I exect you to die". Thoughtful puzzles and tough but doable balance.
I have only one major complaint about vertical movement. I see it is not necessary for gameplay at all. But it made me feel sick especially when at some point it began to move me down below the table without possibility to stop that movement. So I passed to my son to replay to see the second half of the game :)
Minor one, maybe a bit more relaxed pace would be better. A good thing you can protect yourself from turrets with hands.
In general I liked the idea and implementation a lot, great job!
Thanks for the feedback Kuzmaka - from what you're saying, it sounds like you weren't aware that Up & Down on the right thumbstick controls the vertical movement, so I imagine not using that would give you quite a different experience. I did want to put in a controls overview at the start but unfortunately I ran out of time for that, so I had to resort to putting that on the game page (which is easily missed) - I'll definitely put it in for version 2 though!
Maybe give it another go and use up/down on the right thumbstick to control your movement and see how it feels then?
As for the vertical movement not necessary for gameplay, I see how you would think that - however it inherently is... As it's a zero gravity environment (which is kinda necessary for the plot ) any important items can spin off anywhere, so it's necessary to still be able to grab them no matter where they go - hence the movement style. However, putting in distance grab as a different solution would then unfortunately make the other gameplay elements too easy. They have to be time consuming enough so they are a challenge against the time critical threat, such as filling the O2 tanks. Hope you see what I mean there? I'll have a think about alternatives though...
Glad you enjoyed it regardless, and thanks for the review!
Wow, just wow! Immediately gave me some Red Matter vibes. I tried v2, but even if you should maybe fixed or added some minor things, it's absolutely incredible what you created in one week. Definitely one of my favorites, wished i could give you more than 5 stars.
It has great and easy understandable controls. At the beginning i wished you also would support continous and not just snap turning, but actually got used to it after little time.
The graphics, the whole style and these little details are stunning (e.g. this frosted glass effect or that the narrator's gaze is following you)
It's a great story and all the puzzles fit very well in it. I like that the full "tutorial" is also integrated into the story and is even skip- and repeatable. Also the puzzles itself are challenging, but totally solvable (e.g. took a while for the computer code until i noticed "how" to read them (without spoilering too much for others) ).
I think even the gameplay is already very polished. E.g. thought at first time, the oxygen is ways too less. But exactly this gives you some time "pressure" what fits to the whole setting. And actually when "speedrunning" it completely is more than enough^^
One little bug: Once i dropped the computer code to fill up oxygen and couldn't find it anymore, maybe was somewhere in walls or so?
Also some little improvement suggestions:
- Maybe would be good to have a restart-button or so.
- Would be fun to see myself in the monitor when aiming
Btw: I totally understand the sentence " I'm going to have a lie down now." after the 7 days. Was same for me :-D
Thanks a lot! Reading feedback like that makes it all worth while - it genuinely means a lot. I got quite attached to this little project after living with it full-on for a week and reading that made my day!
Yes, Red Matter is one of my favourite games on the Quest, can you tell?! I really wanted to do something in that style and I've researched a lot into the tech behind it (even though it was in Unreal and this is Unity)
As for smooth move turning, it wouldn't be too tricky to add as an option, however I did try it as a test and it made me feel quite sick - however, everyone is different so it'll be good to add the option regardless :)
I know what you mean about it seemingly like there's not enough O2 at the start, however (spoiler alert) I cheekily stop the O2 and energy levels from dropping while the hologram is talking, so you should effectively get the same 'game time' either if you listen to the messages or not and you can choose to speed run it if you so wish. It certainly helped while testing the game, that's for sure!
As for version 2, yeah I didn't add too much to it, just more tweaking things and some minor improvements. However, I plan on keeping going with this, so it's great getting all this feedback and I plan on implementing these ideas.
As for the other suggestions, great! No problem adding a restart option. As for seeing yourself in the reflection of the screens, I first thought 'how the hell am I going to do that?!', rendering the player into real-time cube maps would absolutely kill the Quest - but then I had a cunning idea that might just work instead. Which this space.... :)
Yes, i was actually really surprised as i watched your timelapse in discord, that it was made in Unity. Because of the whole look i would have bet it's Unreal^^
Also thought, if i would make this quality in Unity, then probably could make it maximally run on 30-40fps, and with especially this zero-gravity style this would even cause more motion sickness. The more impressed am i actually now, that i did not "feel" anything. So guess this snap-turning was then also definitely a good decision. But if you need testers for smooth turning sickness, I would be open :-)
For the rendering yourself, i would probably go with multiple camera's. Then you could maybe just assign a User-model/rig on yourself. But put it on a separate layer. With the aiming-gun-camera you could render it and show its output then on a texture, which you could place on the screen (what you probably anyhow do already?).
But with the VR camera/s you could just skip that layer. In this way your actual first-person look won't change (and you can keep just showing the hands, what makes most sense i guess), but you could see it from "outside" also. Of course just a quick approach, not sure how performant it is. And in the end, it is absolutely no "game-changing" feature or so. Just thought during playing, that would be actually also pretty cool.
Yes, i also definitely would encourage you going on with it. In my oppinion this IS already better than some stuff you can buy in the Oculus store. So when you add maybe few more puzzles or levels or so and polish it even a bit more, people will love it.
This was a really polished experience! I really enjoyed the whole thing, it made sense, easy to navigate, not overly complicated and the nice touch of the computer head tracking the players movement was nice! The only thing I had trouble with was aiming the turret. Maybe if the turret had a little target reticle on it, it would be perfect. I saw your build progress in discord, it really all came together in the end, great job! That intro screen needs to probably not be spinning. That almost made me lose my lunch before I even started the game LOL.
Thanks for the feedback - very much appreciated and I'm glad you enjoyed it! Great suggestion to put an aim cursor on turret display, makes absolute sense. Also, I forgot just how fast moving the frontend actually was, you're right - I think I got desensitised to it while developing (and I do tend to easily get motion sickness in VR too).
Anyway, I know it's out the bounds of the Jam but in any case I've made those updates in Version 2 (plus a whole bunch of other stuff too), thankfully I've calmed down the frontend a lot too - lunch is saved! :)
Sure the jam rating is based on the draft you submitted before the deadline, but this isn't for prizes or anything so if you make improvements to your game or develop it further that's a commendable way to continue your gamedev journey! I find that jam's are the best learning experience for gamedev by a huge margin. Nothing like trying to meet a deadline and cutting corners to "JUST MAKE IT WORK!" haha
I love the way you explained the game through the holographic messages! Definitely one of my favorite games so far!
Thanks for the feedback - really glad you enjoyed it and I'm honour to be on your favourites list. It was certainly a full-on week to get it all done in time!
The hologram messages were using an AI voice, same with the computer announcements - AI voices are getting really good these days. I did have to add pauses in them though, they tend to races through text like a radio commercial!
Great environment, moving in space was pretty cool and smooth. I was worried moving in space would making you sickly in VR, but you did a great job with it.
I had a great time playing this, I think it's a top 10 contender for sure!
Thanks for the feedback - very much appreciated! Yeah, I get sick on VR quite easily, especially on free moving games so I tend to teleport round a lot. However, I spent a long time getting the balance and speed right on this submission, so it's not too fast to make you feel queasy - glad it worked out well for you too :)
Nice Graphics and floating Andross head. How did you get Sigourney Weaver to do your voiceover? 😂
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