Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

dogsta

10
Posts
8
Followers
4
Following
A member registered Feb 26, 2018 · View creator page →

Creator of

Recent community posts

Just had a go on this build.  Dude, if you can get that GTA vibe built on (at least, that was my first thought after the menu) then that would be amaze-balls.  Even if it was like the early play of the top-down ones.  Would be a right craic!


Anyway...


I used a rift - with Oculus SDK.  Didn't try with SteamVR.

Not sure what kind of comments you're looking for, but obviously, I'm aware this is an early build.

First thing was that there was no rotation in locomotion.

The trigger was grab action in some cases.  Which isn't intuitive for the touch controllers.

Secondly - the driving:  I think it would be beneficial to have options to raise/lower seat height.  As for me (and I'm not short), I was barely seeing over the dashboard and that was contributing to my arms starting to ache.  Plus, it just wasn't comforatble in general because of that.

Nice touch to have to actually use the wheel, though.  i think some haptic feedback as rotating might help to rid the feeling of just holding air.

I'm so glad the gearstick worked.  Keep it.

Bumps whilst driving - at least for me - did feels a bit vomit inducing.  And I'm pretty adapt with VR.  Perhaps an option to turn that off?  Or reduce the effect. Or both.

Didn't find a brake...

Not sure what the best way to accelerate, but it does feel odd using the trigger.

The watch with the direction to next objective was nice, too.



The second stage is pretty early work, I can tell.  So hard to comment on.  One thing I did notice was the shotty. If I shot slowly, I think there's a reload delay.  I could by-pass that if I kept spamming the shoot button.

I think that's it for now.  Hope this has been of some use.  Cheers!