Thanks! Yeah I want to make what/how to interact with things a bit clearer, and I know the one fuse box is real tough to see which doesnt help. I had planned on having a sort of progress bar over their heads as their anger level rose but ran out of time, that plus better indications of what broke etc. I actually really enjoyed the concept and working with Kenneys assets, so I'm very tempted to push the project a bit further after the jam has settled and local coop at a minimum would be high on the list! Thanks again for playing!
Dragon1Freak
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Thank you for playing! Yeah originally I planned for some more variety, but cut some of it due to it not really fitting the spirit of "only use Kenney/Kay assets" since I felt that dynamically generated CSGs for cables didnt really count, as well as just running out of time. I might revisit it and polish it up and add to it, cause co-op for something like this would be great and while the scalable systems I made hurt me time wise, post-jam they'll let me add more stuff lol. Thanks again!
Thanks! Yeah something I wish I did differently was plan things out better at the start, I threw the level together last minute and just kinda hoped it worked out lol. I gave the free roam start to try and help people figure out whats going on before throwing them into the actual game, but it doesnt help if you cant even see what the thing is you're interacting with 😅 Thanks again for playing!
Thank you for the offer! The main issue is that I'm using the Mobile renderer instead of the Compatibility renderer, so on Quest hardware it has a handful of issues on its own. Part of the reason for this is the decal node I use for the stamps isnt available on the Compatibility renderer, and I hadnt planned on putting out a Quest version but a few people in the jam requested it so I put it out knowing the performance is subpar. I might revisit this at some point and do a different implementation that lets me use the Compatibility renderer for the Quest exports, but its not my current concern since this was a jam project, so I'm not worried about it for now.
Thank you again for the offer, and thank you for playing it as well!
Love the concept! Had some of the issues mentioned below like not being able to grab the bottles well, I also had a customer get stuck trying to leave and they blocked the text of the other two, so I didnt know what they wanted. Im also way too tall apparently, had to get on my knees to comfortably grab things on the table and such 😂 Nice job!
Concept was neat and once I figured out the control was Trigger I was able to progress lol. The pool jumps were honestly pretty annoying, and having to wait for my stone to come back before trying again was just frustrating. If the stone was just attached to your hand somehow and you didnt need to hold it the whole time, thatd be nice, but idk if thats a part of a puzzle later on as I only got to the first gnome. After that I jumped really high on the lily pad once, but couldnt figure out how I did that, and since I missed the jump the first time I was stuck. Theres definitely potential here, just needs some more time and polish!
Neat concept, I like the idea of a VR tower defense, the art and audio were nice though, and it ran well, but I had similar issues as the ones already mentioned below.
- The book is kinda weird to deal with, the placement on the arm makes it kinda hard to work with, and flipping the pages is a bit finicky. You could have the book be closed when not in use, and then have something like holding the Right trigger open it outwards a bit so its easier to grab. Could also make the grip buttons or one of the button pairs flip the pages too to make it easier
- The 360 view is neat, but not knowing where things are coming from was more annoying than it was difficult, you could have a directional arrow pointing towards an incoming enemy thats off screen or something, or maybe start with a smaller area of attack like 180 degrees, then widen it up as time goes on
- The flytrap is real overpowered, just spun slowly in a circle and placed them constantly, got to 120 killed before i just stopped lol. Balance is tough in a week though, so I think this isnt really an issue, more just feedback.
Overall though, you did a lot in a week, and the issues mentioned are just things that can be tweaked, good job!
Really cute! Took me a bit to figure out what the "teleport when in rune zone" bit meant, and the cube controls would get wonky at times, but I honestly like the idea of moving something around in the world and the VR aspect being more about looking for stuff. Could use a little bit of polish and a bit more explanation on the controls like a tutorial, but I enjoyed it, great job!
Thank you!
Yeah, the Mobile renderer still isnt great for standalone, but I wanted to give as many options as possible to play it. During the jam I did find a decal shader that works with Compatibility I was going to use initially, but went with the Decal node instead which locked me to the Mobile renderer. Post jam though I want to see if I can get that shader to function like the decal node currently does and go back to the Compatibility renderer for the android builds.
Yeah the goal was for it to be a lever to pull, and the first pass at it worked fine but when I added the final model and rearranged some things it got weirdly sensitive, and it reacts to like, the tilt of your hand or something, so I'll have to investigate it a bit after the jam. Thanks for playing!
Were you playing the updated versions or the older windows version? The colliders were definitely an issue with the counter, the updated versions pulled them back a bit so people can reach things. Ive got long arms so I never noticed it when testing and just forgot to make the player collider smaller 😅
Nice job! The concept is definitely there, a bunch of minigames all around becoming a wizard is really cool, and the different locations were neat. I think there could be more focus on polish/player experience though, the issues I had have already been mentioned but the big ones were the lag spikes when loading and not being able to move with the controllers. Yall still did a good job though, and you got a lot done in a week!
Really cool idea, I loved the spell casting! The interactions were a bit finnicky, and I had no idea I had to actually pick up the spell puck, thought I could just read it, so it took me a bit to figure that out. I also got stuck after getting the gust spell, I blew out all the candles but nothing happened, so I was stuck there. Some more polish and iteration on this it could be a real neat puzzle game! Good job!
Edit: Had an epiphany and solved the last puzzle lol, nice job!
Thank you! Last jam I overscoped hard and the polish was real lacking, so I wanted to try and do the opposite this time, smaller experience but focus more on polish. As usual the scope creep still happened though 😅 I am real happy with how it turned out though, so its great to hear the polish was worth it!
I actually had plans to have difficulty ramp up more, like the runes be simpler at the start, and maybe they only want a rune or just a color effect but not both yet, but that got left as a TODO for now lol. Itd be neat if the score actually mattered too, like maybe you have rent to pay each day and/or theres things you can buy for your cart, but thats definitely for later. Thankfully this project is actually in a good enough state that I can just keep working on it after the jam, so I'll probably do something with it after, but first I'm taking a break from gamedev 😂
Thanks again for playing!
Thank you so much, I'll have to check the stream out later! I'm very happy with how the visuals turned out so its great to hear that the focus there was worth it! Also a huge thanks to Kay Louseberg there, his assets make up the majority of the visuals and were a big time saver.
Difficulty could definitely be tweaked, but I think I need to make what to do more clear as well, theres a sword to practice with on the counter at the start, but I never say that anywhere lol. The collider is something I forgot about, basically the table collider doesnt have any extra space to let the player get closer comfortably, I plan on getting that plus another bug regarding difficulty fixed when I upload the Android and Linux builds.
Thanks again for playing!
Good news, I'll get a Linux build up tomorrow, bad news is it'll be untested lol. I'll upload an android build too but the Mobile renderer isn't perfect right now, so idk if I can recommend that version, I'll let you know!
I really need to get a Linux box setup to test things, I've got an old gaming laptop, just gotta do it
Thanks! Yeah I noticed the weird lag in the export, I used the shader cache but I might not be using it right, dont think I added the shaders themselves to the cache. Also should add a sound or something to the last machine when its done, also noticed that when testing after the deadline. I also forgot to make different colliders for the player and objects, so you get that weird pushback you mentioned, I didnt really notice it but I 've also got very long arms 😅
Difficulty is definitely another problem I've gotta balance post jam, 30 seconds felt way too long for me but I was worried about it being too easy instead of too hard, so the starting timer will be increased.
Thanks again for playing!
Edit: Yeah definitely using the shader cache wrong, had no idea I had to actually add the shaders/materials to the cache scene, but that also makes total sense 🤦♂️











