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Bat754

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A member registered Aug 28, 2020 · View creator page →

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Thanks for the feedback!

This was my first time building a game for the Quest (and VR in general), so I’ve definitely got a lot to learn. I’ll definitely look into the ambient occlusion and see if that helps it. I’m sure there’s a lot of optimization I overlooked. 

And there actually is a snap turn, I just added it last minute and forgot to add anything telling the player about it. But if you open up the pause menu with the select/menu button on the left oculus controller, there’s a settings tab that you can change the turn settings within. Totally my bad for not making that more obvious though. 

Glad you enjoyed it though!

Thanks for the feedback, glad you enjoyed it!

This was my first time ever building a game for the quest (and VR in general) so I’ve definitely got a lot to learn there. I almost didn’t add the android build because of the lag. But that’s definitely something I’d like to improve for the future!

Dang, didn’t know that about the index controllers. I’ve ever only used oculus ones. Definitely good to know going forward though!


And yeah, I made those buttons myself, mostly! I based them off of FistFullOfShrimp’s video on YouTube. The button mesh has a rigid body, and there’s a trigger collider that’s a little underneath the mesh that gets triggered whenever the button is pushed into it. And then there’s a joint component that’s also applied to the button that makes it rebound back up. 
And yeah, I think I tried constraining the movement on the x and z axis, but due to another issue I was having with them I took that away to figure out what was wrong, and just never turned it back on. They were very much a “I’ll get back to that after I do x” kinda thing lol, and just kept getting pushed back. It’s definitely something I’d like to refine for future use, as the overall implementation is pretty straightforward. 

Thanks for the feedback! Definitely a lot of good things that I hadn’t even thought about or noticed myself!

Thanks so much! That really means a lot!

Your tutorials helped me a lot while making this game, so I’m glad you enjoyed it!

Thanks so much for the feedback! Definitely a lot of good things in there that I never noticed or hadn’t thought about. 

Sorry about the smooth turning being such an issue! I actually did include snap turning in the game. The select/menu button on the oculus controller brings up a pause menu where you can change your settings. But I added that on the last day and forgot to actually list that anywhere. Totally my bad. 

Dang, I've always wanted to make a game about programming, but have never been able to figure out how to make it intuitive and easy to pick up. You nailed it though, great job!

Little robot animations were great too!

That was a pretty fun little game! Definitely felt like that could be one level in a much bigger game! Lot of fun systems and interactions with the planks!

Awesome job!

Thanks!

Dang, this was a really solid jam game! You definitely have a solid base line to build off of if you want to try and take this further and turn it into a full game!

Definitely some areas that need some polishing up, most of which looks like it's already been pointed out in the other comments. I personally couldn't really figure out what I was doing right or wrong in the game. I saw lots of hats on still on the train when the round would end, but then it would tell me I only delivered one package. So maybe a little more description in the How to Play section would have helped? 
I also noticed that ammo didn't refresh itself between rounds, which meant I kept starting the next round with empty guns. If that was the intended experience that's totally fine, but it was something that just felt odd to me, and took me a while to actively start reloading my gun when the round was over.

Overall though, fantastic game! Something that feels silly complementing, but that I really liked, was your main menu! You had everything nicely laid out, and the controller diagram helped greatly! Definitely something I should have implemented in my game!

Awesome job!

This was a really good entry! I actually almost went with an idea very similar to this for my game, but instead went for something more room scale. But playing yours was like seeing the idea I had barely formulated turned into an actual game!

Loved the chaos and the wildness! Amazing job!

Really solid jam entry! I could definitely see this getting refined and turned into a full fledged game. Graphically, it really feels like something that would end up on the Switch, if the Switch ever really went into the VR space.

Amazing job!

I was worried that would happen, but I'm glad you caught on! I probably should have had 1 box already on the table at the start to make it more obvious that you need a box.

Glad you enjoyed it otherwise though!

Thanks so much! Overcooked and PlateUp! were actually my main inspirations! I really wanted to capture the workflow management and moving from one station to the next aspect of those games! Glad you caught it!

Thanks! 

And yeah, the buttons were definitely glitchy, but they seemed to work most of the time so I never spent the time to try and smooth them out lol. Definitely something to refine in the future!

yeah, that’s my bad. I added the pause button on the last day, but forgot to add any explanation that it exists lol. It’s the non-lettered button on the left oculus controller. 

Thanks for the feedback! 
I totally understand about the slot issue. I tried color coding the slots based on which cartridge should go in them, but that was a last minute thought and not all my models got updated in time. Definitely something I can update later though. 

And I totally agree about the lagginess. I’m assuming you were playing the Android build, because that one was rough. It’s my first time building to Android (and for VR in general), so I’m sure I’m missing a good chunk of optimization. Definitely something I need to learn more about for the future.

Really great jam game! Like most of the other comments I had a hard time getting past the bridge, and it took me a while to realize the bird was flying depending on how where I was looking. I spent the first couple attempts looking at the baby more than I should have, and kept plummeting into the ground!

Definitely a very cool experience though!

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This is an amazing entry to the jam! I hope you get more views on this game, because it totally deserves it! I think it could definitely become a full scale game if you decide to keep working on it!

Some points of feedback would be that the paper order system need just a bit of tweaking. The material used for the paper itself is really shiny, and can make the orders hard to read. This is especially critical when you’re trying to reference the map. 
On that line, I think allowing the player to “hang” the orders in some way would be really helpful. Sort of like how in “I Expect You to Die”, you can kinda suspend papers in the air. 

Final thing is just that sometimes the order papers collide with the player collider and causes the player to shoot up way high into the air. That’s an easy enough fix though.

But other than those minor tweaks, I loved it! With some more polish and time, I could totally see this becoming a full game! Keep it up!

Solid entry! I think the idea was really good! Took me a minute to quite figure out what the overall goal was, but once I got it it was pretty fun! Great job!

Definitely a solid prototype! There's certainly some things that need to be tweaked and continued work on, but the core idea is really good!

Main issue I faced was not realizing that the dynamite was coming from behind me. Took me several tries (and reading your game's main page) to realize that dynamite was the reason I kept losing, and that I needed to turn around to shoot it. Once I figured that out though I was able to play it for a decent amount of time!

I feel like this idea has a lot of potential and could easily be expanded on and become even better! Great job!

Hey, really solid game! You definitely have a good idea here and I think it could definitely become something bigger with more time.

Biggest feedback I have is just that the controls need a bit more tuning and polishing. One thing I'd recommend is to not use the same joystick for turning the car and making it go up and down. There were times when I'd like to do both at the same time, but just couldn't. And maybe a speed gauge so you can get some visual feedback when you're speeding up/slowing down. Sometimes I couldn't really tell if the car was moving how I wanted it to.

But the idea of the game was really fun! I really liked the vertical aspect of the game, and having to go up and down. Reminded me a lot of the "car chase" scene in the 2nd Star Wars movie, when they're racing around Coruscant! Great job!

Dang, sorry to hear that! That’s not a bug I ever experienced, but with my mad dash at the end there’s no telling what new bugs I introduced. I’ll definitely look into that, thanks for letting me know!

Glad you enjoyed it otherwise though!

Awesome, glad to hear you got to play it a bit more! 
Motion sickness isn’t something I’ve really ever dealt with, so trying to help prevent  it totally slipped my mind. That’s definitely something I’ll try to spend some time on next time around!

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This was a fun game! It took a minute to get the controls completely figured out, but once I had it down I was zipping around real good. I think my only two control changes would have been to have the ascending/descending be on the triggers so that I didn't accidentally turn while going up/down, or vice versa. Maybe if you keep working on it you could have different/custom control schemes! Other change would have been to have a hover mode. Having to constantly fidget the joystick to try and hover over the item to grab was a little hard at times. But I'm sure that's more realistic to how actual drones function, so I understand if that experience was the intention.

Biggest issue I faced with the game was just being unsure what to do when I started it up. I feel like something briefly showing that you can grab with the little gray boxes on the drone, and making the order requests stand out more visually would have helped incredibly.

The sound of the drone was amazing though! Once I got the controls down good, I spent most of the time between orders just buzzing by my players head as fast as I could because that sound was incredible! Would definitely love to play this again if it gets updated more in the future!

Great game, really enjoyed playing it! I definitely agree with most of the other feedback. Would love if there was a way to speed up Herbert just a little bit, though I know he's just doing his best. 

Some of the interaction with grabbing and placing objects - the stairs and the flat board - were a little finicky at times. The stairs especially. I was also unable to finish the level with the stairs and the broken bridge, as the part needed to fix the bridge seemed to be stuck within the bridge and couldn't be grabbed. I just kept teleporting on top of it.

Those joystick controls worked great though! The moving platforms and the rotation circle were extremely solid, and I could definitely see those tools being used more in future levels. Definitely have some solid tools to build out even more of the game!

Was never able to actually finish the game (kept crashing, even on windows), but I was still able to play it for a decent bit! Solid idea overall, and I definitely think it could be expanded on with more time. I feel like it might it might have been a bit better if there were 4 potential conveyor belts with their own county to put the items on, rather than a whole list you gotta scroll through. Be more like a multiple choice test than a fill in the blank lol. But still a great prototype and perfect entry for the game jam!

Pretty solid game! Definitely enjoyed swinging through the city! Though I did notice that gravity kept building the longer I stayed swinging on webs. So if I went from building to building without touching the ground, I would suddenly slam down when I let go instead of slowly gain speed like you do the first time you swing and let go.

The grabbing system felt a little clunky at times, and dropping the web launchers each time I needed to grab something took some time to get used to. It also seemed like it meant I had to grab twice any time I wanted to grab something, but I'm sure that could be refined with more time! Overall really good entry to the jam!

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I really enjoyed this game, and could totally see it becoming a full sized puzzle game! The idea is very solid, and gives a lot to build off of.

I never really figured out the sweet spot to start/end the recordings, so recorded self would typically end up sitting still for a "cycle" while another box came through and fell on the ground. But I'm sure that would get refined with more time. I would also suggest putting an indicator on the first levels controller scheme which button grabs the box. I spent a bit longer than I probably should have trying and failing to use the grip button instead of the trigger to grab the boxes. And the final thing I noticed was when you paused the game, the recordings still cycled, so they would get thrown off if you didn't time the unpause right, or just restart the level.

Overall really good game though! Would love to see a more of it!

Very neat game! Highest score I got was $86,900!
Had a bit of a hard time grabbing some of the items at times. The bowling ball in particular liked to roll away when I tried to grab it, like maybe the character's collider was bumping into it before my hand was. Wasn't able to restart the game with the button for some reason, but I just closed it and reloaded it worked fine that way.

Good job overall! Looking forward to your video covering it (if you make one). Your tutorials helped me out greatly throughout this jam!

Sorry you couldn't figure out what to do! I thought the "tutorial" room would be enough, but I'm sure a more fleshed out one would help.
And this is a snap turn setting! If you press the select/menu button on the controller (the 3 lines button on the oculus controller) it'll bring up a pause menu where you can adjust your settings. I should have made that more obvious though, that's my bad/.

Thanks so much! Glad to hear you enjoyed it!

Thanks so much! I totally agree about the timers. And the settings headers makes sense too, don’t know why I didn’t add them by default!