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(+1)

Incredebly impressive that you made a VR game. Respect for that.

I had a problem, that I didn't get any sound but that's most likely due to my dodgy Virtual Desktop setup. Other than that (and the bugs you described on your game page) it worked fine.

What should I say, it lacks polish. The particles look a little weird, the controls aren't perfect and the game is a bit tough to play.

I think what I missed the most was intstructions within the game. What are the controls, what is your goal and how does the game work.

But I'm thoroughly impressed what you did manage to do. Great job!

(+1)

Thank you for your feedback!
Working on a post-jam patch as we speak, so watch this space.
I'm interested to know what you think could be perfected regarding the controls?

The controls are mostly fine. What I would change is that when you use your thrusters you don't fly in the opposite direction of where you are pointing but rather towards it (like the Jet-Boosts in "Richie's Plank Experience" or "Jet Island" work). Like you have thrusters at your hands that pull you and not push.

Because it's hard aiming accurately behind you and much easier if you can point at where you want to fly.

Also some Headsets with inside-out tracking don't work too well with controllers behind you, because they can't really "see" them.

Apart from that, explain the controls within the game and then they're perfect.

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We actually did switch the direction of the jets, but figured that only being able to move backwards would be more "out of control" ;)

So here's the issue. I think the backwards thrusting can give way to much more interesting gameplay, like having to use your ears to detect where the enemy is because your back is turned to them (the sound system will be improved post-jam), and having to plan your route and then blasting towards that destination, or even just having to look over your shoulder.

I had an idea that maybe the thrusters could be disabled while they are behind you when you are trying to use them to thrust forwards (a dual purpose tweak, removing less interesting locomotion gameplay and being more inclusive for inside-out tracking), but then also adding in a simple-to-execute motion controlled "swim" mechanic, allowing you to adjust your forward position, but only to make it less tedious to line up shots or get to the recharger, which you can also use as a break for when you stop thrusting and want to halt your inertia.

It probably will take a little bit more experimentation, but ultimately I want to make a more challenging VR game, that feels fair and less annoying, so I do take on board what you say.

When we release the post-jam patch, I can let you know, as I think your feedback has been great, and I think you might enjoy this game in a more finished state.

Thanks!