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Amni3D

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A member registered Oct 19, 2019 · View creator page →

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(4 edits)

Played the Steam demo and cooked a dubious meal. I also made an axe and tried to climb like in Getting Over It. I like some of the ideas, like VRM support, and ability to control the shape's thickness. It would be nice if there was an option to turn off the player avatar since it covered my vision when crouching, but it's not a huge issue.

Good luck, and I hope people build a lot of dumb stuff using the future mechanics. I had fun, and will check out its future on Steam.

Interesting control scheme. The aesthetic also reminds me of Zone of Enders 1, with the whole "fog to simulate city darkness" aesthetic that I love.

Will be neat to see how this goes.

Will give it another try and see how it plays with those into account. Maybe I try to speed through too much

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I think it was neat, but could use quality of life features. Instead of crouching all the time, I would've preferred a generous force grab. The goal object could've snapped in, to incentivize dumb stuff like throwing it from a distance.

I think it was cute, the training level was pretty funny being a boxing ring.

I do think the first level should've been more lenient, it's hard to win unless you have perfect timing. It would be nice to have some mechanics like one dash for a level, so you could have longer scarier levels.

I had fun.

Honestly this proves slow-mo counters in VR work (very) well.

I wish that throws operated on normal speed instead of being slowed down, to incentivize you to make riskier moves if its just out of reach.

I liked it.

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I think it was fun, and I appreciate how experimental the control scheme is. However, the learning curve did test my motion sickness and ability to fly around; but you can get used to it.

I appreciate levels had a visible structure, with pillars and powerups elevating from the water, but I would've liked to have more things like that to shake up my expectations. Control scheme wise, I'm not sure why analog click is the dialogue continue prompt, and the physical menu buttons I've found to be *somewhat* annoying.

Ultimately I had fun with it, and I honestly think this game handles the minimal production art direction better than a lot of VR software.

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Real Half Life Deathmatch vibes- pure chaos, zero reason.
It has a meta this early, I need to adapt.

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Solid game with nice art, music, and gameplay. Oddly addicting. Feels strategic in 2P where you try to maximize what powerups both players can grab.

However, it would benefit from few tiny improvements. More resolution options for ultra low end boys. 2P input should also be used in single player. WebGL version on Itch and NG to lower the friction to try it out.


Still didn't beat it since I suck at shmups, and my machine is a potato, but it's put together well enough it's a matter of when, not if :p

It's not bad. I like the loose flight control, it feels pretty good to move around, though it could've upped the difficulty. Simply having multiple enemies and putting pressure could've made this a a lot better. I want to use my spicy drifts for combat!

Come to think of it, it could've gone full silly (flappy bird weight on each flap), or full on survival deathmatch (50 dragons, 1 health point).

Requesting Jousty Dragons 2: Ragnarok