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Dragon Slayer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment - How much you enjoyed playing this game. | #11 | 3.600 | 3.600 |
Concept - How interesting or unique the game is. | #18 | 3.800 | 3.800 |
Overall | #18 | 3.525 | 3.525 |
Presentation - How well executed the game is. | #27 | 3.600 | 3.600 |
Use of Theme - How well the game incorporated the given theme. | #43 | 3.100 | 3.100 |
Ranked from 10 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?
I have written them down in my page
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Comments
Love this! For one, hand tracking being implemented smoothly is impressive. Even with the UI clicking sensitivity, everything was set up awesome. Idea was super unique too! I feel like cool next things to add would be particles/effects from gun or maybe some extra mechanics depending on which element you put on which part of the gun. Anyways, great stuff!
If you have a chance this week to try my game out, I would love any and all feedback to improve gameplay!
had a little bit of difficulties on grabbing the gun, but the customization of the gun and the idea overall is really good! Nice work!
Very unique idea and fun gameplay! As others said, the UI was a bit sensitive but doing a hand tracking VR game jam is super cool! Well done!
I agree with everyone else who commented. The most fun thing for me is your use of the hand tracking.
The crafting UI wasn’t as responsive sometimes though, not sure how easy that is to fix. I loved dragging the UI around with my fingers, but maybe that is what was causing the input not to register because the canvas was thinking you are moving it, even if it was just by 0.001 units or something. That sometimes happens with controller tracking too, I think.
The hand tracking was really cool! (Strangely I touched a cabinet when pressing the first button and felt uber immersed for a moment lol)
Shooting the gun was a bit weird, I struggled to control the shots as it seemed to either rapid fire or not fire at all. Though perhaps my hand tracking wasn't well calibrated.
Excited to see more hand tracking stuff like this!
Haha, happy to hear that :)
No, I too faced similar issues while shooting, it's not a calibration issue, it's just the way we hold the gun in the physical world. If the Quest is not able to see the index finger then we get that issue.
Hand tracking was done very well, and I liked the idea of building weapons to defeat enemies. My main suggestion is to add a reset timer for building the weapon, as you can get around the "one-time use" aspect of the game by just pressing the "build" button as soon as you run out of ammo.
Yeah! that makes total sense, I hadn't thought about it. Thank you :)
Very nice game! I also liked this UI
Thank you :)
Very nice use of hand tracking! I really liked interacting with the UI elements.
Thank you :)