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Ameripon

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A member registered Mar 23, 2019 · View creator page →

Creator of

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You can indeed! Or on PC flatscreen either way works.

Wow thanks for playing my game on your YT video! I checked it out there and left a like and sub! I made this 2 years ago, so I got all the nostalgia and feels watching you play it! Thanks so much!

Thanks for playing Shrimp! I'm sure Ian could go into more depth about the details of why the hands get funky and the lockbox buttons. Originally, the lockbox was very different and there were some other steps involved with a small cupboard that is visible off to the side in the banker scene. Inside that cupboard was a very different safe lockbox but there just wasn't enough time to get all that working, so Ian swooped in and made the current lockbox which he made and got working in just a couple of hours?! Crazy!

An after thought after playing it through we should have mapped the dialogue skip to the primary button but we weren't about to go and rebuild the game with a fix in the last few hours with the chance of breaking something for the jam. 

The only 3D assets used are the chair asset, character model and Hurricane hands. Then under the hood only Salsa Lipsync for the character speaking. Everything else was bespoke, created by Ian the Shader Master! And all the environments and objects were modeled by me in Blender. The fancy subtitles and voice/story system was all Beard

The only mobile game I have made is Thighs and Highs, the other games are VR games or Browser/PC games. 

No it was made for just a short jam over a couple of days. But I really enjoyed making the thighs and highs mobile game so perhaps dicksnake 3 will be mobile, that seems like a fun challenge.

See the comment below! I made this game for a gamejam over the course of like 4 days. I had no idea it would be this popular so when I finish my VR game I will come back and update this or perhaps.... Thighs and Highs 2?!

Patreon! It says so right in the game. Though you don't need the PW to play Roxanne. The PW is only for Charlie, Komi, and Appleberry. However, those three are still WIP so you are welcome to wait it out till I finish the game and think about trying it again later when they are fully released!

Thanks for the praise! I knew that the button on the billboard would be an issue. I didn't really have time to implement another button scheme UI that would have worked better without having to overhaul all the scripts. After watching Open Mike play and some other comments I saw how big of an issue that was for gameplay. I had an inkling but no one around me to test the game where I could observe how  they played.
The same thing goes for the number of campers you need to catch before each jump. I knew it was too many, but I would have to re-write a bunch of the script to fix it and I didn't have enough time. I may make an update to this just to fix those few little issues though.

Yes the sidequest APK is because you have another game from the jam installed already that shares the same package naming scheme that mine does, which was an issue with most of the APK's built for this jam. If you uninstall whatever other gamejam game you had installed you should be able to load my APK to your headset without issue. But you will have that issue with whatever other game you install as well so just a heads up.

Thanks for the kind words on the look. I had a flat lowpoly style for most of the objects but I thought it was too harsh, so I smoothed all the normals of all the objects and gave it a softer look. With more time I wish I could have built more camping objects/gear maybe even a log cabin but it was just a jam. 

Manual trustfall is where it's at! Thanks for playing! I had more plans for more intricate and higher platforms to reach and jump from, including jumping from the clouds but that was a bit too far out of scope.

I can only rate on the broken version, but I did get it up and working with the new version. Im not sure why you needed spatial data to be turned on as it doesn't seem to require anything to do with spatial data for the game? The mazes themselves were good simple fun, a good use of VR I wish there was some more visual feedback or something happens when you complete a maze other than the board changing color and the board layout updating. Maybe the weather could change and become nicer as you complete more maps or the other way around, you start off really peaceful and the weather gets worse the more you play. I would also like an option to turn off the depth of field effects those are not fun in VR and were definitely set too strong. Game mechanics were really well done though I'm impressed at how well the ball stayed within the maze walls bounds, getting the physics working for that must have been a nightmare.

Ok now that ive played the less brokenish version I kind of get what I am supposed to do, though I think the UI is what was throwing me off. The jam version had all 10 or 12 people all floating in space in front of me and I was like...WTF!? This other version now displays the people correctly. I think a clearer UI for selecting the traits would make it much easier to understand, I think the gameplay is fine, could use some SFX and maybe animations that show off the traits a little better too. Maybe an animation that shows the earth beneath the UFO and the humans getting tractor beamed up into the ship each time would be good too. The only reason I know we are in a UFO is because of the thumbnail.

I can't really give marks for the jam submitted game, but I did play the post jam version. Im also using hurricaneVR so I noticed a few things that also cropped up early in my game that I had to tackle. The hand orientation is off you need to update the angle of the physics hands I believe so that it lines up with the controllers. Also when I loaded into the outdoors map, you had two instances of the XR Rig running which I believe is where all the issues are coming from. The controllers are driving both XR rigs and they are in different places in the map causing lots of issues with picking up and interacting with objects. Its also probably why there is significant slowdown when the game is played because its trying to render both cameras and inputs for two xr rigs.

Yeah, I struggled with the best way to implement "start and next" I probably should have just had it float in front of the player as a 3D UI object on top of all the geometry in the scene similar to the Win and Fail UI, but I built that first and then I didn't want to go back and change it and couldn't think of a more elegant way to handle it and well it is what it is. Ideally, I would have the characters follow a navmesh with waypoints and walk up there themselves but that was beyond the scope of the jam.

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Such high praise! My game making skills are but a humble pebble next to the VR mountain you live upon! 
I committed a cardinal programmer sin and didn't backup the project via Git or ANYTHING. So there were some scripts I planned on changing to make some small quality of life updates but then I thought about it and was like... If I break it... I dont have a backup...so I'll just leave it as is. 

I also felt that the 3 catches per camper were a bit much. I wanted to update it so that you only had to catch 1 camper at point beta and 1 at point omega after you completed point alpha. It wasn't a hard fix but would require me messing around with the script a bit to let me choose the order of the player PER jump point.

I actually envisioned a point Lambda/Epsilon which was in the clouds and I wanted to make an elevator you could get on to get to it, but that was breaking the scope of the game. In fact I only had point Alpha for most of development. It was only the very last 2 days where I thought... gee I better add some more jump points if this is going to have any novelty beyond 2 minutes.

The tickbox is duly noted. I even wrote down that I would have a different explanation appear when Manual or Automatic mode was triggered so that you could see which one was enabled and what the difference was. Pure laziness on my part. Bad Dev! Bad Bad Dev!

The rendering issue is definitely the water shader. The water asset that came with the nature asset I used wasn't meant for VR so im sure that is where the issue is happening.

Did you not press the "Next Camper" button on the billboard? As soon as you "catch" the camper the next camper button should appear on the board.

Like Ian, I also had trouble figuring out what to do. There were a lot of options, guns, switches, zombies, ammo, progress bars and the 40 second timer was a bit to fast for me to take everything in. Perhaps a button that "starts" the day so that you have time to take in your surroundings and figure out what you need to do and prepare before the run actually starts would be a good addition. That a long with a structured tutorial or even pop ups with explanations of what the player should be doing would make the whole experience much smoother. I think all the pieces for a great game are there, it's just not clear what the goal is.

I remember the old Oregon Trail on the Apple IIGS. Playing this version now kind of feels like a JRPG where when you move you don't know what you will encounter or what might pop up when you walk along the trail. I died but I think I was pretty close. My camper stats didn't change and I couldn't see their profile pic on my page but I imagine the stats were changing they just weren't visually getting updated in the log. Very cool and unique concept though, I could see each of the encounters being turned into a mini-game similar to a JRPG where you then have to apply medkits or bandage your fellow companions, maybe even cook food to progress.

Zombie wave shooter during a camping trip. Sounds like a good time to me! The gun felt a little slow to me, maybe allow the gun to shoot faster but then allow the zombies to sponge up some bullets rather than dying on one hit, unless maybe it's a headshot. That would up the "frenzy" and allow you to maybe make other types of zombies that can absorb even more bullets before dying.

The VN dialogue system is great. I think paired with some voice acting, timed animations (I saw you had some) it will be super slick. Like Ian said already, I wish there was more interaction to hold my interest during the story bits. VN inherently lack interaction save for some dialogue choices but there were no dialogue choices and since this is VR as a player I want to interact with something more than just advancing the story.I think all the pieces are in place you just need a little bit more interaction and you have a framework to build a dope game about anything you want.

I mean you've perfected this style of gameplay it's a perfect sandbox to adapt to any situation. I also know that little robot from your other jam game, he was a great character and perfectly fits this type of game. I much prefer this to just the phone talking. Like Beard said, if you allow the player to beat the robot up a bit, it would be a great little thing you can have the player do while they are waiting for the next event to happen. I would also maybe add a button on the phone or something to have the player spawn in more of whatever item is needed for that particular event. The reason is sometimes the room scan is old or hasnt been updated or even more common a piece of furniture has been moved or blocked with new furniture and the scan isn't very great. I lost a few items into the floor or behind things I couldn't reach and there was no way to spawn any more. Like the tent boards would fall into a place I couldn't reach. If I could spawn them again or the ones that I haven't attached so that maybe they fall in a place I can reach them it would allow me to continue even if my playspace is a little fucked up.
What a banger though, of course it is! Its a PANIC game!

LOL Please don't! I'm glad you enjoyed it though! I was thinking about a Point Lambda or Point Epsilon that would be up in the clouds. I have 3D clouds but they didn't look very good so I left them out.

LOL that happened to me a few times during testing. I thought about turning them into gibs on impact.

Dorian... SO GOOD, he should have won! That little jingle *Chefs Kiss*
I don't know how you write characters so well and their little uncanny valley walking around the scenes were great. I really enjoyed the night cam FX too! Maybe to give the player a little more freedom during the scenes, you could allow them to zoom or point at objects and get some information about the world or things in the world. The whole experience is quite long so maybe even a button to speed things up or something to do during the longer cutscenes. I was not expecting that ending!

Bravo bravo! Your hand control games are always so unique and every time I play one it feels like I'm dabbling in the future of gaming. How friggin cool is this little raccoon!? It's a shame you didn't get to complete the game as you wished. I can imagine the objects in the alley getting blown around and knocked around due to heavy winds and rain. The interaction mechanic was great, the actual grabbing of some of the items was a bit hard to do though. I had trouble picking up many of the objects. I think maybe letting the objects lightly snap to the raccoons mouth automatically when its close enough would help. Very cool concept and great execution!

I had the same impression as Allen. I thought it was a very novel idea and concept with the player being the bear and smashing the tents and fires. I couldn't actually get some of the tents destroyed but I was able to put out the fire. Maybe even having the tents/fire being easier to destroy with like just one or two smacks and then allowing the campers to erect new tents which you also have to smash might improve the frenzy of the game. The campers with the axes were very cute!

Unfortunately, I couldn't get this to run on my quest 3. The APK installed fine but launching the game just stalled on a black screen and it wouldn't launch into the game :(

I couldn't get it to run. It get stuck on a transition screen that says "Unreal Engine" and never loads into the game :(

Thanks for playing. Yeah the next camper transition was actually one of the things I didn't get to really address. I should have made it so that the player could stay standing in the same position each time and just move the campers around them, instead I moved all the campers around so then I thought, oh if I move the camper into the spot where the player is standing the camper will be inside them, so let me just MOVE the Player too. They actually move to the same fixed position each time but after you said that, It seems so obvious I should have just left the same empty spot for the player to stand in each time. Oh well!

There is currently no aPK for the game yet it's still only PCVR or desktop only. Once the game is complete I'm going to see if I can release a quest build.

That's a good question! I have a Quest2, I just never tried it on a quest 2 haha. Give it a whirl and let me know how it goes? Still lots of optimization I need to do to get it running smoother on Quest 3. I hope to be able to release an APK in the future so it runs without a PC at all.

That is something I will try and do once the game is feature complete. I will have to dial back a lot of effects and some graphics I think to get it to work on the quest as an APK. Soon as its complete which isn't too far off, its definitely on my list (to at least try and get it running) and has been asked before.

That would require a lot more than simply slapping on a dick unfortunately. Because of the way each girl is setup in the scene and the interactions I currently have, its not possible. Sorry.

Nope it works for both VR and Desktop! You dont need a headset to play!

It was built quick over a couple of days. Its missing some general quality of life things like a highlight/flash to let you know when an area of the leg is done. You just need to rub 6 locations. Each foot, each shin and each thigh before you touch her in the middle. Simple... and FREE

Shiit comment. 

Excellent points! I think a cutscene before the joust starts would be a great addition. Also a little short dialogue before you leave the map indicating why you are invading or some sort of "I challenge you to a duel!" Text would be great. A bit out of the scope but I've already got other knights working in an update I'm cooking up.

Yeah working on a fix for that. Try the previous version as this doesn't change anything on the VR side of things.

Ahhh, I see! I did get her unlocks I just wasn't sure how I was getting them. I knew it had something to do with getting her more sex.