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David Snopek

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A member registered Mar 15, 2019 · View creator page →

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Hrm, interesting. I don't have a Bigscreen Beyond 2 to test, but I'll give the current build a try in Steam VR again next time I boot into Windows. Thanks for giving it a try and the report!

Understandable! We barely got any gameplay into ours before running out of time, and still didn't manage to add a failure or win state. Hehe, I didn't try eating the tape :-)

Ah, ok, thanks for the explanation, disclosing the project this is forked from, and sharing your code. Given that a lot of the experience was created outside of the jam, I've lowered my rating. That's not to say that what you've added isn't great! But it's unfair to give, for example, a high "fun" score when a lot of the fun comes from the original project.

That said, I'm happy this is Open Source, and that you've brought a completely in-VR editor for a Beat Saber-like game into the world. :-) Thank you!

Thanks!

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We also made a VHS game! Clearly VHS tapes are the best concept for "Rewind" ;-)

Does anything else happen? I rewound a bunch of tapes and put them into the green downward pipe, but nothing seemed to advance. But thank you for kindly providing the croissant :-)

Anyway, even if that's it, great job capturing the vibe!

Cool concept! The challenge appears to be (a) finding the plug quickly enough when it starts moving and (b) guessing where it will go when it starts to rewind. I missed one in the 2nd level because I couldn't find where it was quickly enough :-) Anyway, great job!

Really cool concept! It was rewinding, but almost like the reverse, because my "self" that would win would go last, so it was still sort of moving forward... but backwards. Kind of mind bending :-) I made it through level 1, 2 and 3, before the difficulty exploded and I couldn't make it any further. Well, done, though!

I'm also stuck at the same spot as Copper Tunic. I wouldn't have noticed the gun on the floor at all if he hadn't mentioned in his comment, but I can't seem to interact with it, no buttons seem to do anything, and the window is way past my boundary so I can't get close to it. I'm playing the Linux version with WiVRn streaming to a Quest 3.

Ah, ok, it's working! I just didn't think to put my hand inside the the obstacle. :-) Might be worth clarifying this in the instructions

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Great concept! I loved the environment and sound in the opening area. I think it would have a little better if it were somewhat clearer what was interactable, and if there were proper hands. But the time rewind challenge worked great and I even cleaned up all the static spheres (I'm always extra happy when I can complete a game :-)). Nice writing and voice acting as well. Great job!

Thanks, it's working for me now!

Thanks!

Yeah, we were planning for a much more dramatic transition when the demons start invading, but didn't have time to include it :-)

Thanks!

Interesting concept, having a "retro" version of the level to rewind to, where there's some other mechanics. It would be a cool idea to flesh out a little further! Great job on getting as far as you did during the jam :-)

Whoa, very cool project! Like a spatial sequencer. I love it. (And I love your Irish Godot t-shirt in the photos :-))

That said, since this project was created largely outside of the jam, I've given it all 1's as a rating. That's not a reflection on your project (which is amazing!) but I just think it's unfair to everyone else who created something from scratch. Thank you for disclosing this :-)

Great use of time! And, I actually managed to beat this one, so it gets extra points. :-)

That said, I never needed to rewind time - what I ended up doing (after losing once) was just waiting until the right times for the calls, and that was sufficient. Unless I missed something?

Anyway, really cool concept. I enjoyed the television as a way to give the player information. Great job!

Can you give some more information on how to play? I can move the capsule around and jump, but I couldn't figure out how to rewind time. What's the control for that? Without anything else, the test level seems impossible :-)

Are you sure you uploaded a new version? I just re-downloaded and I'm still having the issue. And it stills say "2 hours ago" for the upload time by both the APK and Windows build

This is great! Wonderful concept - I love that everything is winding (the character energy, starting the next round, confirming a purchase). And the item machine where you put each individual coin in manually was a great touch. Overall, this is just the perfect amount of physicality. Really nice aesthetic too - I loved the low FPS animations. I could see this one being developed into a full game and being a lot of fun. Great job!

Cool concept! It makes me think of Minit. Nice art and aesthetic.

A bit challenging though: the only thing I personally managed to figure out was going through the mirror and listening to the recording. I poked around through a couple more rounds, but couldn't figure anything else out.

In any case, great job!

I'm having trouble installing this on my Quest 3 - I keep getting this error:

adb: failed to install NeuroCorp Training Demo.apk: Failure [INSTALL_PARSE_FAILED_NO_CERTIFICATES: Failed to collect certificates from /data/app/vmdl583560254.tmp/base.apk: Attempt to get length of null array]

I'll try the Windows version later, the next time I reboot into Windows

This is crazy impressive for a week-long jam! I definitely could not have made this in a week. It's a game, which does a great job capturing the Beat Saber look and feel, and it's an editor, and it's super polished. What?! Did you sleep at all during this jam? :-)

Wonderful job!

This would be a really cool project to Open Source - I love the idea of a Beat Saber clone where you can do the level creation fully in VR (I think Beat Saber has a desktop editor?). I imagine the lights and the spinning environment pieces needed to be synchronized with the song too? Or, was that done automatically somehow?

Would love to see this just existing in the VR ecosystem and getting some wider use!

One random suggestion for WebXR: using the "local-floor" reference space rather than the "bounded-floor" reference space, means the game will start centered on the user, and you can hold the Meta button to recenter. It's basically like the difference between "Stage" and "Local Floor" in OpenXR. If you're using XR Tools, you'll need to hack the addon to make this change

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Really cool concept! Very hard, though. I couldn't manage to reclaim my time energy - like, I attempted to do my motions in reverse, but it always just ticked the counters down. I was able to finish a couple puzzles, though. On the one that killed me, I really think I adjusted all the controls correctly, but perhaps I didn't understand because it wouldn't count it as correct. Anyway, I loved the time chamber, writing and voice acting too :-)

Great concept! Perfectly fits the theme. I know some of the art was downloaded assets, but I loved the art anyway. :-) Was the crank itself an original model? Anyway, great work! I had lots of fun playing it :-)

Thanks!

Thanks!

Thanks! It was really great to watch your playthrough :-)

Really cool concept! It makes me think of TABS. Great art, and lots of different cards and units. Great job!

Unfortunately, I think the "deck" (pun intended!) is really stacked against the player - I always got totally destroyed. Although, strangely, I couldn't fully lose either? Like, they'd kill all my characters, and get to my castle and endlessly attack it, but I'd never get "game over", I'd just have to reload the page.

(Also, it's always nice to see a WebXR build!)

Haha, that was great! I laughed outloud a whole bunch of times :-) This had a feeling like "What the bat", especially as the things evolved (like with the moon), and a little bit of Superhot vibes (the in-between area) in the last puzzle. Anyway, wonderfully done! A perfect take on the theme

(It's also always great to see a WebXR entry :-))

Very cute idea! And I liked the Law & Order parody. :-) Nice interrogation room too - the banding on the light, I think actually helped with the aesthetic - I'm not sure if that was intentional or not. Overall, great job!

However, I had a lot of trouble figuring out what the state of my "suspect" was. The countdown to sleepy time was clear, but I couldn't really figure out what the different facial expressions meant, and never managed to get a confession. A little more feedback would have been nice

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A nice little shooter! Great work :-)

A little more feedback from the enemies would been nice. I couldn't really tell when I was hurting them or they were hurting me. And I kept picking up the health, but I never really knew how much health I had.

It says you used Godot 3.6? Was that in error? I know the selection was weird/broken for a bit. But if you did use Godot 3.6, I'm curious about why not Godot 4.x?

Wow, a very polished experience! Really great art, both the 3D environment and the 2D booklets. Very cool concept. This one felt like a fully realized game! The only thing is that it would have been nicer with snap turn, rather than smooth turn.

In the end, I didn't find all of the memories, but I did manage to make it back to the house. :-)

Ah, that sucks. It definitely hasn't gotten very much testing on Pico. Thanks for making the attempt in any case!

Thanks for all the details!

> Regarding Shared Spatial Anchors, just FYI, Meta now apparently supports group-based spatial anchor sharing/loading, which has fewer requirements than user-based. I haven't seen support for this in Godot yet, but maybe I didn't look hard enough

No, unfortunately, Godot doesn't support this yet, but it's something I've been wanting to add!

It's so cool that you made a co-located multiplayer experience! There really aren't enough of those, even among commercial apps in the store.

How did you get the "invite a friend" thing to work? I didn't previously notice that in the API - is it the `MetaPlatformSDK.group_presence_*()` functions? I did a co-located multiplayer game once, but I used a room code system to get connected (but still had the users login via the Platform SDK, so they could share spatial anchors).

Anyway, very cool! And a super impressive thing to build in only a week - playtesting co-located experiences is notoriously hard :-)

Thanks for giving it a try!

Sorry about the gesture recognition issues. Sometimes it works great, and sometimes it has problems. I'm going to keep looking into it post-jam because I'd like to be able to make more games with gesture recognition.

Thanks! I'm glad the gesture recognition worked well for you.

> I'd love to see the multiplayer in action. Do you have a video of that?

Heh, well, I have a video of testing it with my daughter, but it's mostly her dancing and not really focusing on the rock-paper-scissors part. :-) I'll see if I can find an adult to playtest with me, because it would be nice to have video of multiplayer for posterity

Very clever idea! I only tried the single player - nice to see that someone else attempted to tackle multiplayer too. :-) Great environment - cozy. Along with MikeFrom1974, I actually liked the music and thought it fit the game well.

This is a quite challenging game, though! I didn't manage to make it very far on any of my runs.

Great work!

A nice little puzzler! Good evolution of mechanics.

The one thing I could maybe have done without is the smooth locomotion of the player: every level starts with needing to slide forward like 2 meters which, even with the vignette, was a little comfortable. I feel like it could have been a stationary experience.

In any case, great work!