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dg

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A member registered Jan 27, 2019 · View creator page →

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Such a cute game, I definitely didn't do it in the right order

It was a give and take on the enemy speed, as the difficulty was too high when they were faster.  If I take this further I will have to modify their designs a good bit to allow for the game to move faster but not be impossible.  Thanks for playing!

W/D should control it, but I didn't put in arrow button controls, sorry!  I'll make sure to include arrows next time.

I couldn't figure out how to control the low health enemies (I assume it was the flashing ones)

The mind control was nice, but I was hoping to build up an army between waves.  The mind controlled enemies also attached each other instead of becoming a unified force under me.

The game is a good start, but would have been better if you had made the jump after the blue enemy require using it to kill the yellow on the next platform.  As is I was able to just drag the blue out of the way then complete the rest of the level.

I was going for a mix of all of those!  I'm so happy you got that feel from the game.

Throwing the enemies around was great fun.  It was a little hard to aim, and the hit boxes of when I could grab vs. when I would get hit weren't as clear as I'd like.

I love the game but it was so hard on touchpad.  That is my fault, but I still liked it.

Great concept but the UI layout needs a lot of work

a nice and straightforward point and click adventure game. 

Audio would be nice, and it is unclear if taking damage matters, I don't see a health bar.

Really good start to a game, but it feels like it is missing something.  Is there a way to win at all?

Good game, but the fall speed was a little too fast, and the way the dash worked with the fall made it difficult to time certain routes.  It also felt like the kind of game where I would really want a joystick.

It's been a year and a half since I made this game in the hugging face jam.  I've wanted to come back to it, and it should be especially interesting now that the tools have come so far in the past year and a half.

42 is really fast, the fastest either of us got was 46.

Unfortunately my tutorials are mostly for the company where I work, or on very advanced topics (Co-Location, Room Reconstruction).  Here are the Oculus Unity samples: https://github.com/oculus-samples.  I recommend starting with https://github.com/oculus-samples/Unity-StarterSamples.  I'm a Unity dev primarily, so I don't have much advice on the Unreal side.

My best advice is to find some mechanics in other games that you like.  Here is the list of ones I recommend for the cozy-dark feel.

a fisherman's tale (short)
Moss (medium)
the last clockwinder (short)
Budget Cuts (medium)
Walkabout Mini-Golf (party)
Demeo (surprisingly long, you can only save between levels)
Virtual Virtual Reality (medium)


The things that will drive the VR design are locomotion.  I was thinking of building the boids app in VR with the hands being fish like the planes in Xortex from The Lab.

I'm an expert on VR development, feel free to ask questions.  The Oculus sample projects are a good starting point.  What platform are you building for?

VR would be great, although I'm not sure how I would do the locomotion.

Is an APK sideloaded app for Quest an acceptable submission format?

This is a nice base for a game, and I'd play more levels when you make them.

Ya, it could probably use a health buff.  Flamethrower plus choosing attack increases is ridiculously overpowered ;)

Really neat concept.  The pacing and cheats make the game into an interactive story, so on theme.

I skipped out on having each character level because of time, but I think if they were all leveling the timing would have been right.  Thanks for playing!

After the Bears it is just endless rabbits.  At that point you should go for the dragon.  I'll make a note on the game page.

I'm glad you liked it!  The flamethrower attack is really satisfying on the clumps, I agree.

That is curious on the text, can I get some more info?  Mac, Windows, iOS, Android, or Linux?

The characters are modeled after some friends, and the flamingos are an inside joke with them.  Thanks for playing!

I got to -3 health before it reset.  I also found the text at the top started obscuring too much of the screen.  Having to dodge the skeletons to get to the next weapon was nice.

I'm not sure I was supposed to be able to attack in every direction at the same time, but it was fun to.  It also seemed to mess with the movement when I did that.

I found the controls to be really hard, a target highlight or cursor would have gone a long way.  Some of the targets, like the water trough, didn't allow targeting from all sides.

You have to swim straight down to the ring that has the particles coming out, then back to the surface.  After that you get a lot more air to explore with.

The game design was really well done.  It was hard to use the melee weapons, and hard to navigate while holding escape.  The controls were also not clear, but maybe I missed an explanation of them.

This was a lovely game, and I love the upgrades you put in.  The upgrade paths really make it interesting.

I was confused when I was able to continue playing while the screen saying I'd have to diver deeper was still up.  I didn't see a way to dismiss the screen.

I saw the name and thought this was about diving really deep in scuba, because 'stage diver' refers to someone who takes many extra tanks with them on a dive.  Still a fun concept.  The art and music are especially nice, as is the menu effect.

I almost wish the mosaic levels were one gigantic one.  Great user of the shapes of the images to drive the puzzles.  I had a hard time with the first kraken puzzle, but the rest went really quickly.

I should show you how to do the VO with the AI.  Once you have the system setup, it becomes several times easier to do than recording yourself.  You just type in what you want the audioclip to be and move on.

The cost varies on the tools.

The audio and music are free.  The music requires you request access from Google, but they grant pretty easily.  I had to do a little editing on the music to make it loop properly.

You can get free image generation, but I paid for Runpod.io servers with Stable Diffusion Automatic1111, which are amazingly easy to set up.  They charge about 35c per hour and a 512x512 image takes 2s to generate.  I use the background remover tool, which makes it take about 12s per image, but I just let it run while I code and then come back to browse the image gallery of 20 images for the one I like.  I also used a bit of ControlNet on Scuba Steph to get the poses.  There was cleanup on a number of the images needed, and I did some compositing on Scuba Steph.