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A jam submission

Silver Moon VRView game page

A short VR game written for Themed Horror Game Jam #9 - Halloween Edition
Submitted by oceancucumber (@floridadatanerd) — 19 hours, 45 minutes before the deadline
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Silver Moon VR's itch.io page

Results

CriteriaRankScore*Raw Score
Horror#192.3243.000
Creativity#203.0984.000
Presentation#252.8403.667
Theme#252.5823.333
Gameplay#271.8072.333
Story#271.8072.333
Overall#272.4103.111

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Which Theme from the list did you choose to implement in your game?

Witching Hour

How did you choose to implement your chosen Theme in your game?
The player must figure out a magical puzzle.

Did you implement any of the optional Bonus Challenges, and if so, which ones?
Yes
1. Magic is used to solve the puzzle
2. There is a helpful familiar
3. Something isn't what it seems (the familiar)

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Comments

Submitted

I liked it! I couldn't figure out what the symbol of wealth was, but I liked the lightning effect and the glowing eyes from the spider. Spiders are creepy already and I jumped the first time it teleported in front of me. Nice work.

Ran nice and smoothly for me on PCVR using Oculus Link.

Submitted

Cool game! I was a bit lost in the beginning since I didn't see anything until I discovered that I could pick up the candle.
Sadly the game was pretty laggy for me, because I had to sideload it.


But overall, it's a really fun concept and props that you made a VR game! Good job!

Developer

Yeah, lagging is a bit of a challenge.  I'm using Godot 4 beta as the engine, and it's not been optimized just yet.

Submitted

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.

Developer(+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.

Submitted

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.

Developer

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.

Developer

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.