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(+1)

This is probably the most creative use-case of hand-tracking i ever saw. I also made one, but yours definitely can't be replaced by controllers, it's perfectly designed for all the different gestures and so.

I like how you describe the game-mechanic. Even when probably nobody ever used it before, it's very easy and intuitive to understand and you get used to it pretty quickly. 

I totally like the whole concept and the lots of ideas you've put it in it. Definitely a 5 stars game.

Some thoughts/problems/ideas as feedback:

  • The right hand controls were a bit difficult, especially because it seemed not to reliably recognize a fist. Think it's not your fault, it's just the limitations we have currently on the Quest 2.
  • The biggest problem with the left hand was  for me, when i told the duckling to stop and stay, but then picked up 3 ones, the other ones thought they should walk again :-D (maybe there would be another fitting gesture to show them come and stop... maybe something like a "high-five" gesture to stop and a index-finger pinch animation (but with stretched thumb) to signalize they should come closer or so^^)
  • The level design is very creative, but for my taste the first one was a bit too difficult as an "introduction level" (of course not really a critic for a game-jam game, just if you maybe plan to continue in future)

Just out of curiosity: Did you somewhere get inspiration, or have you already saw similar games or so? Would really like to try more games of this kind. And of course also hope you'll continue with it :-) 

(+1)

Thanks for the feedback! The handtracking controls are just what seemed the most intuitive/fun to me at the time, although not necessarily reliable as I discovered too late. I haven't seen other games that use handtracking similarly. This game could have actually been done with controllers so that they track more reliably (e.g. the mouth opening/closing could have been done with the front trigger, and the head just follows the controller), but my goal for the jam was to play around with Unity's XR Hands package, and this was a simple little way to explore it. The funny thing is that I didn't start making the levels until the final 3 hours and was afraid that they would be too easy. :)