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I just went a few rounds in this game, and even in its current simplistic form, it's a lot of fun, mainly because of the fact that you're dealing with slow projectiles you can dance and dodge around rather than hitscan bullets like in most other VR FPSs. It's kinda like Police 911 (Police 24/7 for the PS2 port), but with free movement and a retro aesthetic.

I do have a few suggestions in mind:

-I'm another Oculus Rift + Touch user, and the only beef I have that pertains to that specifically is that the gun's grip angle doesn't really match up to the controller's grip angle. I can compensate for it during gameplay, but it doesn't quite feel right, you know?

For a looser estimate, I'd say that holding the gun level, the grip is angled about 45 degrees up from my hand, the whole thing is shifted about an inch to the left and two inches down from my actual hand position, and of course, the pivot point when rotating my hand does not match up, either.

-I would prefer having typical Onward/Serious Sam VR: TFE/etc. analog stick movement. The grip button is workable for general walking around, but the moment I need to backpedal because there's an enemy right on the other side of the door, it doesn't quite whip around fast enough. No, this mode of movement doesn't make me motion-sick in the slightest, and I have yet to find a preferable alternative.

-Right now, the left hand (or off-hand, really, since these games should be ambidextrous) is just completely invisible, serving no purpose other than an invisible means of locomotion. I'd suggest having some sort of wrist computer (the Pip-Boy in the Fallout titles being one of the most iconic ones) present, serving as both a mini-map (it's easy to get lost in these same-looking blocky rooms!) and an indicator of the player's remaining health. (EKG-ish readout like Blake Stone, perhaps?)

You did mention in a recent comment that looking down now shows your health in 0.0.3/0.0.4, but the currently posted build is clearly a bit behind. No health indicators, no food, no security robots and no quadcopter killdrones.

(+1)

Hello, thank you for the feedback. You've raised some valid points.

- I understand what you mean about the gun location; it was too high even on the Vive controllers. I did a poor job of lining it up. I finally got hold of the Occulus Rift and Vive controller geometry data and have fixed the gun location and rotation in my private build That change will be reflected in the upcoming update when it is released.

- I agree on the difficulty of a quick 180 turn. Will look into this and maybe modify the algorithm.

- A model for the left hand (and ability to switch hands) is coming. In retrospect I should have added this much earlier. I will put some kind of placeholder there in the next update until I get to a later update (the left controller will eventually be used to access the map and inventory as you suggested. I never thought of doing a pip-boy like Fallout. Good idea!).

- The reason you can't see V0.0.3 and V0.0.4 is because I am still working on them. V0.0.3 has most of the features (security robots, SMG, health items, etc.) complete but has bugs and missing very important features. It needs work before I can release it. I was trying to explain that some of the features that people are mentioning are already done and just waiting for release but I worded it poorly. Sorry for causing you trouble.

Thank you for leaving a comment. I will try my best to get V0.0.3 out as soon as possible.

I just noticed V0.0.3a was out, so I gave it a spin.

-The SMG's battery magazines are too symmetrical, to the point where I tried putting one in backwards by accident and wondering why it wouldn't fit! You may want to slightly redesign things so it's more obvious that it only fits one way. The visual indication of ammo remaining is very good, though! It fits the aesthetic and isn't immersion-breaking.

Also related to SMG reloading, I learned the hard way with a security bot closing in that just because it's loaded doesn't mean it'll fire until the rails are popped off with the same stick/trackpad that pops your batteries off! Cue much swearing, death, and a hard lesson learned for later sessions.

Other commenters have mentioned that the SMG ammo is oddly persistent between games, so I'm sure you'll get on that.

-The gun rotation point is more or less where it should be for Oculus Touch, but the guns themselves are still about two or three inches too high in virtual space, throwing off my natural sense of aim yet again.

They're also rather huge in general, such that I'd probably have difficulty gripping real life replicas of the guns to scale as I see them. Word is that the overall world scale perception differs a little between the Rift and Vive, which probably doesn't help matters.

-Gun smoke looks pretty neat already, and it could be a good visual indicator of weapon overheating should you decide to introduce such a mechanic. It's already been suggested as a way to balance out the pistol against the new SMG, which I only break out when there's a security bot or an overwhelming amount of dudes in a small room. Gotta make that ammo count!

-The minimap is a much appreciated addition! It's pretty huge and thus readable, but it also highlights that a Pip-Boy style rendition would need to be either much smaller or holographically projected like Star Citizen mobiGlas.

-Your AI enhancements are no joke in this version; I've actually had soldiers and bots come through doors now, so I can't expect those to silence any chaos on the other side! They don't always come through the doors in the room you just blasted some dudes in, either, so it's like they know how to flank. Keep an ear open - it might just be the thing that keeps you from getting ambushed!

Not only that, but soldiers actually kneel when shooting now, making it unlikely that you can simply duck past their oncoming fire and also forcing you to compensate for that much-needed headshot. Good touch there.

It's made the game much more tense overall, especially during one game when I opened a door out of the starting room and had like four or five guys ALL facing my direction in a long hallway, with the potential to alert even more guys in nearby rooms.

Now let's see what V0.0.4 brings... proper analog stick/trackpad movement, hopefully?

Wow that's a lot of feedback. Thanks for taking the time to write this for me!

I'll see about the magazine rotation, maybe an arrow or something not sure.

Sorry about the SMG ammo bug, I forgot to fix it before uploading. It'll be fixed in the next update I promise!

I tried lowering the gun but the controllers bang together when reloading so I moved it back up a little bit for now. My plan is to move it back down to a more natural spot when I have the game detect left or right handedness, and have the magazine on an angle and to the right of the controller (or left for a left handed person). Sorry for the current (temporary) duct-tape & bubblegum solution!

Overheating is a good idea and I think I'll add it to the infinite ammo weapons to balance them a bit better.

Oh I totally forgot about making the mini map like the pip-boy! I'll probably do that at some point soon but can't promise it will make the next update.

Analog trackpad movement is coming as it's highly requested, probably in 0.0.4 as you say, but part two of the combat update (v0.0.3b) will arrive before that. Sorry, my TODO list is huge! Good progress is being made, though. Yesterday was very productive.

Thanks for all the great suggestions!