I know this might sound odd, but personally I'd vote to just wait for the recovery team to finish before moving forward. I'm sure you have other things you can work on, and the break might give you some cognitive space and time to make a better product once you start moving forward again (either with current or 3 months old).
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Thanks glad you are enjoying it, honestly this the first time I've ever had feedback that anyone has even used or seen it. I'd basically put this on a shelf since I didn't see any usage. I made it in 2015 while watching the Royals make a run and win the World Series. I wanted to see how hard it was to call balls and strikes at MLB distances and speeds. It's been awhile but I believe I set the camera height at what I approximated to be normal umpire standing height. Back in 2015 I did actually make a VR version but I never put it on the Oculus store so me and a couple of people at a VR meetup are the only ones who have ever seen it. I'll work on making a version for Oculus/SteamVR I'll update the page when there are other versions.
If you can let anyone know about it in your community it would be greatly appreciated.
Yes, here is the entirety of the development. Note this is just raw capture while working, so it's not all that useful as a tutorial. https://www.youtube.com/playlist?list=PLdn3LiIwSbioANoynyHckTcYC7fOL4SG7
I'd suggest some kind of limit on grabbing the enemies. It's fun but completely ruins any challange. Maybe a stamina or the squirm loose or the enemies become enraged. Holding a guy and punching him in the face is great but using him as a weapon is too effective right now.
Actually now that I think about it just make enemies kick enemies away and not damage them. Then you still have fun and can use/throw enemies but have to really use weapons to fight.
Also even though it's a demo please implement a level select to at least beaten levels or just all levels. I played for quite a while and want to finish but don't want to have to leave it running.