Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered Nov 13, 2017 · View creator page →

Creator of

Recent community posts

I'm also an indie VR developer, and I highly recommend applying for the Oculus Start Dev program or reaching out to HTC about a Vive. Especially with this as a demo, I would think they'd send you a headset pretty quickly, so you could test and develop future projects. Good luck and great work! I look forward to whatever you decide to make next. Cheers!

Thanks for being so understanding and helpful. The engine is Unity and I used Blender to model everything. I've already optimized everything as much as possible ( all music gear is sharing a single 4k texture atlas and 8 materials and everything has simple box colliders), so I think that I just need to raise minimum specs to S7 or better and release it. Thanks again for checking it out and letting me know about the issues. I wish I had a better solution.

Thanks for the feedback! That's strange (and worrisome) about the music stuttering. I haven't encountered that as an issue. Does it happen if you play it in magic window/Non-VR mode? Does it stutter if you retry after playing through one full time? I'm curious if it's a "loading-the-MP3s-the-first-time" problem, running out of resources issue (if non-VR mode works fine), or if the Nexus just handles audio completely different than my S6 dev phone...

I've only got the S6 to test on, and it runs well until the phone starts heating up, usually on the 3rd consecutive playthrough. I was able to build out and test on a S8, and that did not have any thermal issues or slowdown, but it did have some z-fighting in the hallway/menu scene. I tweaked the positions of the doors, and that solved it at that time. I'm bummed to hear that you're seeing z-fighting issues. Is it all the doors in the hallway, or just the ones that are farthest away from the camera position?

Sorry to badger you with a bunch of questions, but I was really hoping that this version was finished/ready to release, since it was running with no issues (besides thermal throttling after multiple playthroughs) on my S6. I really appreciate you alerting me to these issues, and any more feedback would be super helpful, if you've got the time to mess with it. Thanks again!

(1 edit)

Yes, it's designed for cardboard 2.0 (the one with a conductive button). I've tested it using a bluetooth controller, and the main button (Fire1, likely A or whatever the bottom face button is) works to throw bombs once you're in the gameplay scene. The button doesn't seem to work in the first/menu scene, but if you tap the screen while looking at the start button, it will start, and you can then play with a BT controller. I'm looking into why there's no input in the menu scene. Please email me at if you have any other issues. Thanks!

Great! Please email granitetopgames - at- gmail -dot- com and I can get you set up. For an unpublished GearVR build to work, we need to create an OSIG file that I need to include in the build. I will send directions on how to generate the file if you email me. Thanks!