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A jam submission

Super PlayerView game page

Take power into your own hands
Submitted by REMInduced — 3 hours, 9 minutes before the deadline
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Super Player's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation - How well executed the game is.#552.8463.000
Concept - How interesting or unique the game is.#553.0573.222
Enjoyment - How much you enjoyed playing this game.#582.7412.889
Overall#702.6092.750
Use of Theme - How well the game incorporated the given theme.#931.7921.889

Ranked from 9 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?
Auto Hands
Hover Controller
Artificial life
Music, Models, Animations and Environment from assets store

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Comments

Submitted

Great visuals in this one!

Submitted

As a fellow lover of fast paced VR experiences, it's good to see other devs in the jam taking some risks! Imo fast pace stuff can actually help with motion sickness. Don't give the brain anytime to think about it!

Haha, anyway I won't reiterate what others have said regarding feedback, you've got some solid ideas listed. Great work for a jam and keep on it!

Submitted

Cool concept and nice map. A lillte bit difficult to memorize every control, but overall have great potential!

Submitted

I loved your game, I think VR needs more large scale games like this. Plus, I feel like your setup is good to evolve into a story-driven game that really grows huge over time.

Anyways, my suggestion revolves around what PuppetVR mentioned below! I think access to so many controls/abilities is totally ok, but I think the user needs to be eased into it. For example, first level doesn't have to be a "tutorial" per se, but every time the player moves to their next goal, there should be a simple audio or visual prompt that says how to do 1 control. Then after they've used it for a few minutes, the next destination presents a new control. That's my opinion anyways! Keeps user engagement.

If you have a chance this week to try my game out, I would love any and all feedback to improve gameplay!

Submitted(+1)

I really liked the concept of a huge map to run around and fight in. I really loved how fast paced it felt, not enough of those games on VR because everyone is too concerned about motion sickness.

The only hindrance are the controls, which are too complicated imo. I can totally see non-dev players struggling even more than I did with them, who probably won’t even read your instructions. Your How-To was nice and helpful to get started, but it was still very overwhelming with all the combinations who felt like they were interferring with each other. I was confused if I was doing the spells right or if I was moving the right way, etc.

Granted, maybe some of it comes from being too different than what I’m used to. Maybe using the joystick for movement instead of the buttons would’ve been better? Or maybe in a full game, you’d introduce the buttons one by one over time instead. Maybe that would already be enough. But UX in VR is a real pain sometimes, as you need to teach people new concepts and uncomfortable movements, which they might not want to do at first. Just wanted to point it out, because I definitely feel like it’s one thing that could prevent people from enjoying the game properly.

The only actual complaint I have is rotation. I personally want to be able to rotate faster in a fight.

Oh, and not sure if it was a bug, but I could swear the monsters were attacking each other sometimes. Is that even possible? I saw some just die by themselves for some reason.

Overall, as I said, really love the fast pace, which probably makes it my favorite one in this jam yet.

Developer(+1)

Hey, thanks for the feedback.

Yeah I feel like most have stayed away from fast paced and open world. I really wanted to tackle flying and an open world is really the only way to do that well.

You are right about the controls being pretty overwhelming, was trying to map everything so it made sense with the hand animations. I was going to go on that approach of slowly teaching the user but didn't end up with enough content for that to be effective, so maybe after more content is added.

Also for the enemies, they aren't attacking each other. I went down the route of using a machine learning model tied to a genetic algorithm, so kind of simulating evolution to optimize enemies. That involves giving the enemies a life expectancy, to survive they have to use their energy to generate health, but at some point they all die as the speed of decay increases the more they live. But that effectively make the ai better after they are reborn since they learn from the mistakes of the past generations. The first enemies have very low life span so it seems as if they die pretty quickly, but that was intentional as their respawning rate is also short.


Thanks for playing, glad you enjoyed it.

Submitted

Excellent work for such a short time period!  The terrain, UI, and visual effects were all top-notch and well-synchronized.  I am a big fan of exploration games, so the large map with glowing markers was awesome!  I was not a fan of the turning mechanic (turn your head too far and the player starts to rotate), but props for trying something different!  I played the PCVR version with a Quest 2 via Air Link.

Developer

Hey, thanks for the review, really glad you enjoyed it.

I agree the turn mechanism is a bit odd if you're standing, I was actually meaning for that to be the seated experience but a slight mistake with the playerprefs has it turned on at all times.

I really wanted to add more to the other islands but literally ran out of time.

Maybe in the next update ;)

Submitted

I really like the concept and the power shots are very cool, but I wish there was a little more to do (like defeat an enemy). The UI was super polished and the game mechanics were there, I just wish there was a more centralized goal of the game.

Developer(+1)

Hey, thanks for the feedback.

I spend most of my time trying to get the game mechanics really dialed in, then creating the ui to set you up, so I'm glad that was enjoyed.

There are some enemies to fight, they spawn after you get your powers. Although they start out very weak, once you defeat the initial enemies you actually gain the ability to fly and fight flying dragons.

Although that's kind of as far as I got. I am looking forward to adding more gameplay and even a story to it later on.