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DrCyanide

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A member registered Jan 21, 2022 · View creator page →

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I thought that was an issue with my headset, since remapping the play area always seemed to fix it -__- Should be fixed now...

Love the very clear instructions and well decorated settings. Wish there was more to do in the tower, and that there had been an easier way to collect everything and haul it back up/down.

Very nauseating (Continuous Turn + Falling through the floor puzzle over and over). Got to the keypad, glitched through the floor and gave up. 

The shooting task was harder than it needed to be because the controllers had their Anchor movements on. The guns left my hands and started spinning around as I was trying to aim).

The sound effects were really nice, and the level design was pretty good to keep it entertaining. If it hadn't been for the nausea I would have liked to finish.

The whiteboard didn't work at all for me, and I ended up just pushing open the X door with the hammer (didn't feel intended, but it got me through). I liked that there were several steps that had to be completed to reach the end.

I totally forgot to try shoving my way through there! That's in the bug fix version now, thanks!

And yeah, we were super eager to add more puzzles, but just getting the basic game working took all of our time. I can confidently say that if we had even 12 more hours we could have added many more puzzles, because we created a simple way to add more.

The potions are only one of the two puzzles. The sound you heard was up to let you know you finished that puzzle.

I'm guessing you were on room-scale VR, and we only tested with stationary. The player collider kinda works stationary, but it doesn't track the headset, so it gets messed up easily (we plan on patching that after the Jam is rated).

What to do is harder, and it would have been good to make them more clear. There are only two puzzles - one with potions, one with crystals.