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Thank you for the detailed and constructive feedback! 

1. Regarding the crafting: the orientation should not matter. Both versions should work ingame and result in the same output.

2. At some point I will try to include a tutorial. In theory you should be able to move with a really light and natural jogging motion without too much movement (check the video how I'm moving at the beginning). But I know that the gait can be very different for different people. I will try to do a user study at some point in the future and use this to improve the detection more.

3. For the inventory I am still searching for a good solution on how to do it both from an interaction as well as from a gameplay perspective. I plan to include at some point craftable upgrades that increase space so I did not want to make it too big in the first release. But you are right; a stack size of 4 sticks is way too small. For the tools: I want to create a toolbelt but did not get it finished in time for the first release... so I just put them into the inventory for now. Will change this in some future update for sure.

4. There is no ingame menu yet; the game will save when the Quest goes to sleep or you press the menubutton to exit the game.

The way you listed above woodaxe recipe didn't work but switching where I placed the wood to the other side did. The other ones work but they mirror each side of each other. 

In terms of walking, I may not be lifting my feet high enough during normal jogging. I've been told I drag my feet a bit. I just should play it like a ballerina. Up and toes. Down on feet. repeat. It works far better and far less tiring.

Thanks for being very responsive. 

Thank you for reporting the issue with the woodaxe recipe; I think I found the bug in my symmetry detection :-); will be fixed in the next update; then both should work. 

Regarding the walking: this would work; but is probably a bit less immersive I think; will try it out myself. Basically I'm detecting the head up/down motion in a specific frequency.

Have you thought about detecting controllers swinging on the side? People act differently when trying to jog, I just noticed trying your great work with my daughters. While I immediately tried a lightly jumping up and down walk, my youngest one instinctively walked with her arms swinging on the side; especially for smaller people, this might give you better information on a walking movement. Plus, it might be more relaxing experience to some, if they can just walk instead of jogging.

Thank you for the feedback! Arm swinging could indeed be an option in the future. One of the main reasons I have not yet explored this is that this would not work with hand tracking (both the accuracy as well as the tracking volume are not yet good enough on the quest to reliably detect this kind of motion). But with controllers this could be reliably detected I think. The only trade-off that I see at the moment is that you will not be able to freely use tools (or weapons) while moving.

The argument with arm swinging would be more relaxing is also true. At the moment the main goal of the prototype though is to explore how the gameplay mechanics and design are influenced when achieving something in-game is real effort. For this goal the jog in place is more fitting but I still plan to explore different options once I have most of the basic mechanics implemented.