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Welcome to the simulation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment - How much you enjoyed playing this game. | #4 | 3.865 | 3.865 |
Presentation - How well executed the game is. | #9 | 4.027 | 4.027 |
Overall | #11 | 3.716 | 3.716 |
Concept - How interesting or unique the game is. | #24 | 3.595 | 3.595 |
Use of Theme - How well the game incorporated the given theme. | #26 | 3.378 | 3.378 |
Ranked from 37 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?
Everything was made by me except:
- Mixamo Animations
- Music by "YT Jam Tracks"
- Gun models by "Synty"
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Comments
Really polished and the presentation is top notch!
Not gonna talk about how awful my aiming skills are though...
Great work!
Thank you so much! haha it's ok I do believe predicting the guns recoil is very difficult. Thank you so much for taking the time to check out my game :)
Great game, really liked the fast pace and theme
I'm very happy to hear that you enjoyed my game! Thank you for taking the time to check it out :)
Super fun and beautiful! And that slowmo felt so gooood
Thank you, I'm so glad you enjoyed the slowmo! Thanks for taking the time out of your day to play my game :)
Awesome idea and well executed! Only had some trouble aiming. Tried aiming from different eyes and/or from hip but still couldn't aim predictably. But hey made it more challenging :D
Thanks for taking the time to play my game! Thanks for the valuable feedback on aiming, I agree that aim predictability is very important. Glad you enjoyed it :)
Absolutely amazing!!! Incredibly fun, pretty visuals, very cool levels, satisfying to play and challenging to master. Great job, this is a sick VR game and the experience is fantastic.
Sometimes I had difficulties teleporting to a given plance, a "lock on" system or some aim assist for that would've been helpful for that maybe? I also wasn't too sure why the slomo was triggering sometimes (I think being close to dead?) or how to best dodge bullets; buy yeah this game had me incredibly engaged and entertained for a while, and I even got a gold medal (in the tutorial level but it still counts, it took me several tries hahaha)
My congrats, it's just awesome in many ways
Thank you for the very kind words. A teleport lock on system is actually a great idea! Yes so when the player reaches 30 percent health the slow motion will trigger. I'm glad you were entertained and had the time to give my game a go and thank you so much for the valuable feedback. It means a lot! :)
Great take on the theme and fun gunplay! Nice work!
Thank you! Every game jam I'm always worried that I might not convey the theme well, so it's very reassuring to hear this. Thanks for taking the time to play my game!
I really enjoied the game, even if on Oculus Quest 1 have a little bit of frame rate problems. I liked a lot the fact you need to swap character and take control of the nemy body to gain life and weapon, i think is really a good use of the theme. In other hand is not really easy to aim at enemy, the weapon muzzle flash cover the visual a bit.
The slow motion system is good but also slow down the gameplay a bit.
Overall is definitely a good game!
Thanks! I'm really sorry I didn't have time to optimize it for the quest platform but I'm really glad that you still enjoyed playing it! Thanks for the valuable feedback on the muzzle flash and slow motion system. Thanks for taking the time to play my game!
I found the implementation of the theme to be very elegant. Sticks to the theme in a way that naturally adds to the game concept, without saying so overtly "I'm sticking to the theme!!". Awesome job!
Thank you so much! It's funny I'm always worried when doing any game jam that others might be like "where's the theme" so it's very reassuring to hear, thank you.
10 out of 10.
Really fun, unique, excellent graphics and animations, perfect use of the theme.
And of course slooow-mooo-tion
Thank you for the high praise it means a lot! The slooow-mooo-tion was so fun to design and add :). Thanks for taking the time to checkout and play my game!
Beautiful visuals and stunning interactions! Randomly it was hard to use the teleport mechanic (almost like there was a "cooldown" on it after I shot too many times). Overall incredible work though.
If you have a chance this week to try my game out, I would love any and all feedback to improve gameplay!
Thank you so much! Yes the teleport interaction isn't my favourite either the way it's handled is a bit strange in xr tool kit, I unfortunately couldn't set it up to just use a button input or make the joystick more responsive. Thank you so much for this feedback it really helps.
And don't you worry I'm making it my mission to get through as many projects as possible, I will get to yours before the voting period is over :)
I found that using teleport with only the left hand led to much more consistent results; the right hand worked intermittently. Might be a clue as to what's causing it.
The left hand is the intended teleport hand, I've got a few clues as to why it's not consistent but what I really need to do is get it to work as just a button interaction. For some reason the template package provided has the teleport mapped to the joystick and wont trigger unless the joystick value is being changed. When I tried to change the input manager to accept a button input it would not teleport the player unless the joystick was being moved. This is an issue I truely wish I could've fixed before the end of the jam but was unsuccessful and decided to focus more on other gameplay elements. If you have any suggestions for me to try I'd truely appreciate it. Thank you :)
Art and sound design are fantastic! The level design too feels so fluid and flowing. The enemies do feel a bit bullet-spongey but that's just a small critique among a great final product.
Thank you so much! Hearing that the sound design is fantastic means a lot to me, as that's usually my weakest area in game development due to being deaf in one ear, I'm extremely happy to hear that! Thanks for the feedback on the enemies I actually had them at more hp during the early parts of development so I'm even more glad now that I lowered the hp. Thanks for all the feedback it means a lot.
Really enjoyed this game ! Nice job and original idea to teleport on enemy and steal their weapon
Thanks for taking the time out of your day to play my game :) it was a lot of fun designing this game. Thanks for being a host for this Jam it was a lot of fun and there have been some amazing games to come out of it.
This game is really addicting and also well made!
I can easily imagine that along some steam release.
The slow motion when you're close to dying is fun but maybe a bit repetitive and made the game a bit easy.
I enjoyed this a lot, good jam!
Tested on occulus rift with 1060 3g
Thank you! I'm so happy to hear that you really enjoyed it! It means a lot to hear that you could see it as a steam release, I currently have no plans for further releases, but that can always change. The slow-motion definitely made the game much easier but I love slow-motion and vr too much aha, finding ways to design this to not be repetitive and still keep the challenge will be tough. Thank you so much for this valuable feedback, it'll go a long way if I decide to continute development on this game. Once again thank you so much, it means a lot!
Very well done, I liked this alot!
Thank you! I'm really glad to hear that :)
Very cool made !
The design is spot on and clean.
I found the slow-motion a bit annoying (not sure what caused it) and I really wished for some more weapons.
Nonetheless had a great time, well done !
Thank you! Designing the game was a fun challenge. The slow-motion happens when your hp reaches a 30%, I too would've loved to add more weapons!(I even thought of a grenade launcher). I'm very happy you enjoyed my game and thank you so much for the feedback, I really appreciate it!
Good job! I Had a great time at your game
Thanks for taking the time to play my game.
Maybe add neon lights to the gun for aim assist but overall that is f*cking amazing really felt like the Terminator with dual wielding MP7.
haha, that's a great idea, thanks. Glad I could make you feel like a terminator too :)
Amazing game! I played to the end and was amazed how smooth it works. Loved the aesthetics and the gameflow it provides, some tactical decisions are quite vital imo. A bigger tp area would have help in some situations but, overall its fantastic :)
I'm very glad you like it! Thanks for the feedback on the "bigger TP area" I really appreciate it. Thanks for playing the whole game to the end it means a lot to hear that.
Thanks to you for the very good job! Hope you get a good result, deserved it :)
Loved everything except the joystick to teleport. It seemed to be inconsistent and was hard to get into a flow. Everything else is tight and very satisfying! Wonderful game, great use of the theme too.
Thank you for the valuable feedback and thanks for taking the time to check out the game.
I couldn't fire the guns, but trigger works for UI. Am I missing something?
Hi that is a very strange bug, and very sorry to hear could you please tell me what VR headset you're using and the controllers? That would be a huge help thank you.
I'm using SteamVR with Index + Knuckles
Thanks for the information, I'll investigate this as soon as I can and comment on this post when I've uploaded a knuckles controller fix build. Thank you so much for bringing this issue to my attention I really appreciate it.
Seems like this is a universal issue with Unity OpenXR. My game also can't get index triggers to work
We had a similar problem with grip triggers. Adding all the interaction profiles (even unrelated ones) in the XR management settings seemed to fix it.
You might also need to set an input binding in your input action map. Sometimes the generic XRController input bindings don't work for specific controllers.
If it still doesn't work it's no biggie, most people are using a Quest 2 anyway.
So I think because the valve index doesn't have an input map for "Trigger Button" only "Trigger Pressed" so when you set "Generic XR Trigger button" the index controllers won't read it. So I've just added "Valve Index Trigger Pressed" to the input bindings. It's uploading now the build should be named "Welcome to the Simulation - Valve Index Fix". No rush of course to check it but please let me know if it fixes the problem, and we can also let anyone else know who may be experiencing the same problems.
Oh that makes sense- if you use the Button action type then there's no convenient discretisation of the triggers. The action type has to be set to Value + Analog. The triggerPressed binding is for the clicky button at the end of the trigger stroke.
I tried the fix and it's playable on index now, although both guns fire when the right trigger is pressed.
Oh no, whoops yeah I accidentally set that hand to be both aha should be fixed now. Thank you so much for taking the time to test this for me and I hope we can let more devs know that may have the same issue in their game :)