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Fragments V2's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.500 | 4.500 |
Presentation - How well executed this game is. | #1 | 5.000 | 5.000 |
Concept - How interesting or unique this game is. | #1 | 4.500 | 4.500 |
Enjoyment - How much you enjoyed playing this game. | #2 | 4.000 | 4.000 |
Ranked from 2 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?
My own pre made template, 3D assets bought and made (blender). And my previous project, Fragments
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Comments
I think this requires PCVR to play, which I don't have the hardware for. If you made an APK for Oculus, or if you made mouse/keyboard inputs to substitute for controllers for pure PC play, I could have tried it.
Very nice looking game, great job on the aesthetics and overall feel of the game.
I enjoyed the experience and travelling through the story, however I did feel it was lacking a bit on the interaction side of things. I know it's probably more an experience than a game as such, but I feel it would be cool if it has some more playable elements in there to progress the story, perhaps some bespoke puzzles, or something like 'puzzling places' where you can piece together the key object to progress the story along. In any case, very well presented and a polished experience.
I also had the zero-gravity issue with the ticket, but I wasn't sure if that was intentional or not...
I played the first version in the other jam, was pleased to see it make an appearance here with additions. I had forgotten just how great the VO was. It's not the only thing that's excellent here, but that is a standout for sure. So, the only negatives are super nitpicky because the experience was wonderful and touching as is. I agree with Toreador about using hand models instead of controllers, and I would also recommend some kind of shine effect or intermittent glow or something for the interactables rather than the super thick outline. That's just to up the fidelity a bit, they're perfectly functional as is. I did have the ice cream cone and the theater tickets kind of zero-gravity leap into oblivion when I let them go, but that was the only bug I encountered. Maybe a height and boundary calibration would be good, too. I found myself having to walk into my real-world geometry to get to some items, which hurts more than walking into VR geometry. ;) Superbly well done.
My condolences to the author's loss, and my compliments to the team that created this work of art. My only suggestion would be to add hand models (and/or hand posing) of some kind. So many scenes are delightful (and poignant, in hindsight) in their presentation, the only immersion-breaker (to me) was the controller models.
This is a shining example of how effective VR can be as a story-telling medium, even in the abstract, with just little Fragments of memory presented visually and backed by vocal performance. Keeping the form of the lost one indistinct allows the rest of us also familiar with grief to share in the reminder that the good memories are what live forever, in all of us. Thank you for sharing this. Tremendous work to all involved!