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Resist Night's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme - How well did this game stick to the theme of the jam? | #7 | 2.236 | 2.500 |
Enjoyment - How much you enjoyed playing this game. | #8 | 2.012 | 2.250 |
Presentation - How well executed this game is. | #8 | 2.236 | 2.500 |
Concept - How interesting or unique this game is. | #8 | 2.236 | 2.500 |
Overall | #8 | 2.180 | 2.438 |
Ranked from 4 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?
fire propagation by Lewis Ward,
Awesome Free Scans - Wood Logs by Freya Gameworks,
The Axe by MyNamelsVoo,
XRI toolkit examples by Unity,
chat gpt by openAi,
Stones by PixelCloud,
conifers BOTD by forst,
XRIT Template by Valem,
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Comments
The tech side was cool on this, the burning fires and how they spread leaving charred remains was very done.
As for it being a 'game' as such, it looked like time was a big factor here. Like Beard or Die, I didn't encounter any threat or enemies and for me, it seemed like an interactive demo where you could burn down your camp.
The texturing, shaders and lighting where great on the camp itself (although it did clash against the environment in the background which was more of a polygon style). I also thought the ladders might be climbable, but they weren't - so I just burnt them all down :)
For me, performance-wise I was getting big pauses every couple of seconds - not sure why, but it run fine for a while then periodically stutter and hang for a bit. Was quite impactful, and noticeable enough that it effected the whole experience unfortunately.
The grass looked like it was having a lot of fun dancing though :)
All-in-all, the fire burning and spreading was a great showcase on this and I think given more time this would make a great experience. Nice work!
So, I never encountered any monsters. I couldn't seem to hit anything with the axe. The lighter (which looked out of place for all the other assets) helped me light the torch, but all I could do with it was burn down my own encampment. I could only scale the buildings/platforms by using an unintentional self-collision with the torch, and then I could basically elevator up to any height I wanted, which was trippy. :) I'd love to know what was in the plans for this, for sure. One week is really not enough for a VR jam, in my opinion. It takes quite a bit of work to get anything into VR. Hopefully future jams will be 2 weeks or at least two weekends.
Looks like the start of a new survival game. If I could suggest something - it's a common practice to not place things that look interactable (like the ladder) if you are not planning to give them interactability, that breaks the immersion a little, unless I missed something.
Thanks for the feedback! you didn't miss anything, I just didn't have time to add in the functionality of the ladders. The fire mechanics took up all my time. was a first for me just focusing on trying to build a working mechanic, but I plan on adding working ladders. cheers!
The fire was indeed awesome!
"chat gpt by Google" lol
lol fixed