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Hello.

On the Quest 2 v26, the swords are always upside down in the hand.

When the mission is finished, just before returning to the menu, the screen freezes for a few seconds, which is disturbing in VR.

The shots of the enemies have the same color as the scenery (blue), difficult to see them well.

Is the game optimized for the Quest 2?

Thank you.

Hi christ59,

Thanks for the feedback.

>On the Quest 2 v26, the swords are always upside down in the hand.

I think it may be related to the sword grab pose. This sword is placed in your shoulders, so to grab it "upside", you need to put the hand with the thumg finger pointing down. So you must grab the sword from the shoulder like ninjas in the movies.



I would like to keep the grab inversed or reversed from the shoulder, but maybe I will add a samurai configuration to get it from the hips that would be simpler, because I think the fact that the sword is in the shoulder as defined in the weaponry diagram before the stages can be misunderstood. Maybe I should extend a little the video tutorial to show better the hand while grabbing and use both grabs from the shoulder, and not only get the sword and later change it in midair.

>The shots of the enemies have the same color as the scenery (blue), difficult to see them well.

I have been thinking about it and I decided to make all the flying  and biped enemies blue bullets red. I think I will make the change for the Slash Update.

>Is the game optimized for the Quest 2?

It is, it should be running at 70-72 fps constantly attenting to my debugs and the metrics available in the App Lab. Did you see something strange? Actually I try to set the experiences as far as I can but "smooth" enough to work correctly on Quest 1 too.

Thank you again for your feedback! Please, confirm the sword grab was related to the grab position as I think.

Also, let me give you one more advance of the new update. There are lots of stages, and with the next update there will be fast missions that are more hack and slash like, so I'm working on a new menu and a lock system to improve the stage evolving feeling.


Now I will be able to extend the game so much as I want.

After the update slash, there will be a main zone where people can decide to go for a shooting experience starting in Blast Sirious, or direct fast combat taking the Stellar Slash way.

Thank you again for the feedback!

(1 edit)

Hello and thank you for your quick response.

I have yet to try for the saber.

• Flash enemy shots to see them properly?

• I ask for the optimization of Quest 2 because the scenery is strongly aliased. You can see it because the decor is mainly vertical.

• Maybe add a menu with options for Quest 2 like resolution, glow, etc ...

• A new menu is a good idea because I find it hard to navigate;)

• Being able to move around the combat zone using the Quest Guardian would make it easier to move than using the controller.

Thank you.

Hi,

• Flash enemy shots to see them properly?

The flash enemy actually doesn't shot. If you shot the body down in place of the core, and look to the overcharged core close to the explosion time you get blind. There is no "projectile". You just have to look far away from it when you fail the shot to its core.

• I ask for the optimization of Quest 2 because the scenery is strongly aliased. You can see it because the decor is mainly vertical.

This is mainly a problem with the assets. They are placed too far and have too thin details, and they are several transparent layers that are not a good idea as they should be a single mesh in place of several ones. I need some better art but unfortunately doesn't have the budget to get them yet. This is more a fault of me working alone and having to use assets not properly designed for the restrictions I'm applying to the game.

• Being able to move around the combat zone using the Quest Guardian would make it easier to move than using the controller.

Sure, I designed the game to play this way. I created the controller propeller after the covid quarantines and not being able to play in big zones... The best way to enjoy the game is playing in an open area and running around to shoot and slash everything.

Thanks!

Hi.

I misspoke ! I wanted to talk about enemy fire. Rather than displaying them in blue (which it's hard to see) or red, why not flash them (from yellow to red for example)?

Have a Discord account?

It might help you. I'm sure people would be happy (and free) to help you.

Myself, if it's in my skills, I can help you.

What would you need for the game scenery? A 360 ° image?

Cordially.

Hi christ59,

Didn't open a discord server because I work in the game only during nights after work, so I wouldn't have too much time to keep an eye on it and answer the users. Maybe in the close future I will open one because after the Slash Update I have stuff near ready and I would like to know what players would prefer to get first.

The flashing idea could work and it would be cheap to do, as everything would share the same material with a flashing animation. I will give it a try.... But I think I'm currently not too much epilepsy friendly... ^^U  Maybe this would be too much... but a slow flashing cycle could be right.

The current stage is based in a 360º space background and some 2d sky building layers. First iI will check if uncompressing them the alias gets better. The other idea would be to mix it with the 360º image. Right now there is enough Ram to uncompress textures, so I will start trying the first option ;) Thanks for the offering!

I will think seriously about creating a community around the game, so I can try to catch all the kind of things you all would like to try so that we can make something fresh for the next sets of weapons/challenges/game modes. I just didn't had the time to move this way because the game sales with now are very basic and can't focus my time on it, but maybe with the Update Slash things can start to move up a little. At least enoigh to be able to dedicate a ocuple  weeks each month to work on the game nonstop :)

Ps: Where you able to test the sword grab? If too much users have problem grabbing them I will add some kind of special indication, and maybe in the next stages I will move to to the hips for a traditional samurai grab.

I forgot to answer to this:

>When the mission is finished, just before returning to the menu, the screen freezes for a few seconds, which is disturbing in VR.

Sure, It looks like in the last released the blink is not being performed. I will reenable it for the next update. Thanks!