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Really like the familiar and how it provides dialogue at each table. I had what I thought were the three offerings on the altar and wasn't sure what to 'do' to complete the offerings.

Small critiques I have are that I usually expect to use the right thumbstick to control rotation, movement and rotation on a single axis was a little disorienting. I would consider giving players the option for a separate rotation control to increase comfortability. I also think the rotation axis might need to be recentered just a little bit, I felt like I was rotating on my right shoulder rather than from the center of mass. 

I also wish the bowls and cups could hold things!

Happy to give this another try once I know what I'm supposed to do at the altar.

(+1)

Yep, some things were a little janky; I was using Godot 4 (main branch daily build).  The old XR Tools had some strange movement controls, but the new beta 3 fixes a lot of those things.  Since the submission of the jam I have made some improvements but will re-upload in a few days to fix some of the more glaring bugs.

There's nothing to be done at the alter right now. I was supposed to have that as a second puzzle but didn't have time to finish.

For the containers, I wonder if allowing them to hold objects would be as simple as generating a static collider from the visual mesh? It feels like you have a simple collider on them instead.

Great job using Godot 4, I started my game in Godot 4 but had to revert to Godot 3 due to all the bugs.

It needs to be a convex mesh in order for it to attach to a rigid body, and those aren't really accurate right now, especially for containers.

I've upgraded to OpenXR Tools Beta 3, and made the controls more conventional.  Now the left hand is move and strafe, and the right hand is teleport and turn.  I also removed real time shadows because it was really killing performance and causing low FPS.