Ah I see! Every time you place the object on the plate, some particles are being shown for some anticipation for if your date liked the gift/food. The sound blablablabla is also just during that time and then after that you should hear either a puke sound/disgust or something appreciative/loving like kisses or mm mm mm. Might be a bit confusing but the puking cheese cubes and blablabla is there no matter what haha.
henkehedstrom
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It was a bit hard to understand what to do, both in VR and as the pc player. My pc friend liked to highlight but I don’t think it should be highlighted in VR as well. When I held an object and it was highlighted it obstructed my view. When he stopped highlighting it was still highlighted for me until he switched it off again.
After some time we figured out how the battery and oxygen worked but then once my friend got the mission to be evil. I did not understand why he did not want to open doors for me all suddenly. The game was hard enough when we played together and I cannot see how it would be possible without my AI friend.
We decided to play together even though he was the evil AI. The problem with this was that I lost when I got to the ship. This made us think, the AI should always play as friendly as possible? If the player manages to get to the ship he will want to bring the AI because he will think of it is as friendly and then the evil AI win? And if the AI was friendly he also win. Did it matter if the doors were open or not for the oxygen? Otherwise the AI should always open as many doors as possible?
The game really needed some audio and music but I see that you wrote that you were thinking about that but ran out of time.
Cool idea! Reminding me a bit of the we were here series. It was hard to know which way the VR player faced. We get now that it is the chin of the skull but in the beginning my friend that played on PC thought that it was some form of icon of the headset.
The teleporting movement did not work perfectly for me, somehow it got stuck in like my hand/key? So I ended up teleporting just to the same position that I already stood. For my friend it was kinda confusing when teleporting (she has not played that many VR games) since the map was so similar it was hard to know where she was after teleporting.
Another friend wanted to be able to show me and interact more. Like maybe having the mouse be visible for the vr player. I think that could make it too easy to just follow the mouse but it is a cool idea and might be able to work in somehow (limited time maybe).
I found a fun way to play where I stood behind my friend and directed her to always face in the correct direction instead of shouting left and right.
The models for the keys were really cool!
Cool idea, I sat in the tank and my friend controlled it. She did not find it that interesting driving around but I had fun. However, I could not manage to use the left machinery (the one that should raise the barrel). There could be some sound for the enemy tank and maybe some more feedback when you hit it (I saw the smoke but it is hard to know if you hit it when it is already on smoke). It would be cool to actually load the cannon in VR as well but that would really make the bullet matter.
Cool twist on SUPERHOT! You really nailed the aesthetic from the original game as well. It was fun playing as a spectator/god and trying to give your ally the best odds of winning. I am imagining how this could play if your ally was also a real VR player haha.
On one level I did not see the grenade in time so there could be some kind of sound when they are throwing or like when user comment a fuse when it is active to give both visual and audio feedback that there is a live grenade in the level. It would be cool if my hands could be used as shields for my ally so I can tank some shots and that could lead to more varied solutions. Overall great game and I think you should continue with this, at least add some more levels :)
Great game! I also managed to finish it in my first go with 19 seconds to spare :) Could give the player a way to start the game instead of starting directly. Unfortunately for me it was lagging a bit but I don’t think it is your game because my quest has been acting up today. The concept was cool and I think you can create more levels if you want with a time limit per level or maybe a way to get more time. It was really cool to shrink down.
Thanks for the feedback! I agree with all of your points! There might be some bug with the sound, it should be a disgusting sound if the date does not appreciate the gift/food. Did you do them in the right order (gift first and then food)? I will look into it after the jam.
The colorblind take is something I thought about. Originally I wanted more stuff that you had to describe like the type of eyes/mouth/nose/hat and so on but went with the easiest option.
I am not sure what is going on with the physics haha. I just based everything on the xr template but I might have done something wrong. I agree that it should be more clear when you placed something on the plate, I disabled the ability to grab the item but I should probably freeze them on the plate as well. I tried to use the snapping found in the example with the toolbox but could not get it to work.
Thanks again for the feedback, might come back to this project later :)
Highscore for big balls: 14 Small balls: 22
Simple basketball trainer, played a couple of rounds and then clicked around and found the small balls as well. Like Puntit said, it was hard to see the icons for the small/big balls buttons. I think there should have been some more feedback when getting score maybe some particles. I liked the models of the machine, it looked like the real deal. Fun with the godot sticker on the head of the basketball player as well.
In general I think that the game was a bit too simple for me too hold my interest for more than a couple of rounds. Maybe the hoops could move or you could force the player to use both hands somehow (maybe every other needs to be from different hands?). You could expand this to create a whole arcade hall with different machines like the boxing one, whack a mole and maybe airhockey (that would require some form of opponent though).
This was plenty fun. For now I have only played with the CPU but I am trying to get some friends over this weekend to play some of these games that needs two players.
I read your other reply to Matt and I understand that I should follow the rhytm more but almost everytime I tried to place a piece it did not get placed and I had to quickly place another one. Having the cpu player only being able to place straight got me to lose a few times but I guess that makes the most sense and if you want to get the best score you should play with a friend as well.
For me the table was a bit too far when I started the game so I had to reorient myself a few times but the game started after a certain amount of time. An easy quality of life fix for this would be that the game starts when you place the first track piece (or maybe when pulling the train whistle.
How is you game randomized? I feel like sometimes it was really hard in the beginning and sometimes it was almost no obstacles at all. I also got one really hard section where I had to turn both down and then up straight after. I guess that is impossible solving when playing with the cpu.
I don’t think I tried but can you hold one piece in your hand to “save” it for a disaster? Edit: I booted up the game again and tried this myself instead of waiting for a reply haha. So the idea is that I use my left hand to store one of the turn pieces to faster react in an “emergency”. This helped a lot and I could look ahead when I felt that I had time and prepare a turn piece. For some reason I only wanted to hold the pieces that turned right/down in my right hand and left/up in my left haha. And then when holding that turn piece in one hand the other hand’s mission is just to place straight pieces. Felt like a decent strategy.
I vibed with the music and really liked that it got faster along with the game. It would be fun to incorporate the whistle somehow. Maybe an obstacle could be some animals in the way that you could whistle to get them to run away haha. A way to show the player whose turn it is could be to have some sort of outline for the piece and have it red when it would not accept being placed and blue when it is ready. Maybe this makes it too easy for the rhytm part though.
I saw that you recorded a video for a bunch of games here and I will try to record one myself(probably this weekend). Currently my high score is 70.
Simple concept but really fun! I screamt YEAH! a few times when I cleared the level. I don’t have much room to play around with at all but I still managed most of the levels without any problems (at least not any problems from me having to move around).
I think you should have showed how to recalibrate already in the first level and not in the second. Great that you added the opportunity to skip a level! For the skipping/quitting/calibrating you could have had some progress circle but that is more like a cherry on the top :)
The game really had me to stretch in a few levels but I was so glad that any time I cleared a level and it was very satisfying to twist the key and hear the door opening. I like that you introduced some new mechanics like throwing. The bowling balls were also really fun, thought they would be a lot more trickier but managed in my third throw and it felt so good!
The only level I could not beat was the last one. I don’t want to spoil it for anyone else but I tried a few stuff and at the end thought that I probably needed to look out the window or something. I saw the video that Copper Tunic posted and I got a bit angry with myself that I did not figure it out… But I skipped that one and got the sign at least haha.
Oh I almost forgot the babies! I wonder, did you have to look at the babies or was it just keeping the pacifier in their mouths. I initially thought that I had some problem with the tracking maybe but I managed.
I would be down to play some more levels in the future :) Favourite one so far
Thanks for playing! Yes I thought that the idea was fun so I might add some more stuff later but then I should probably rewrite most of the code as well lol.
I recorded some sounds with some help with friends to make some kind of dialogue going around in the “restaurant”. This was really fun and I recommend to try it yourself for future jams :)
The bug I noticed as well. I don’t think it is something that I have done but I am not sure. It was my first time doing any VR stuff in godot and I just worked straight from the template. I might have configured something wrong though.
Was a bit confused at start and thought I did something wrong so I embarassedly had to watch Copper Tunics video to see if I missed something haha. I thought I had to run to the finish line quickly or something because it did not seem like the enemies hurt me since I could not see any lasers. When I shot them nothing happened either so I thought they might have been good guys with the blue colour and all. The game would be a lot better with some feedback for when you hit the enemy and some way of showing their bullets/lasers. Maybe make it so they rotate towards you as well.
The general vibe was quite cool, simple usage of models for the weapon, walls and hands but it added a lot and made it feel more like its owngame than if it would have been the standard stuff. I liked looking around a corner slowly to see if there was an enemy or not. It was cool that the screen got darker when hit, the health kits could show this by being more lightful. Thanks for the game!
Simple game in its core but I really like the atmosphere it gives off. Level 7 was by far the hardest for me. For some reason it felt like I tried all possible solutions multiple time but I managed eventually. Like another commenter I managed to escape once haha.
Something that I thought felt a bit off was when you ate the apple and you therefore moved two spaces. I wonder if you could increase the size by making it longer in the back instead. I guess that this would be a bit harder since you can “attack” the apple from different directions so it is harder to calculate if the snake will fit or not. I guess that if it is black on the tile behind the tail you could hide the “new” tail under the black tail like you do when you start a game asw well so it could maybe work but I understand that this might create some technical struggles. It just felt a bit off but in level 10 I used that mechanic to bite my ass off haha.
Thanks for the game!
Omg my brain hurt trying to get the right combos and stuff haha. I just managed to get 20 score as my best lol. But you only get score from killing enemies or? It would be nice to also get score from completing a loop. It feels like I had one good run but then I mainly jumped and crouched under everything.
When I first started the game I did not think that it would be so complicated. I just thought that I need to choose the correct action. Jump, crouch or slash. Basically like a slightly more complex google chrome dinosaur game. But I was wrooong. It was cool that the ability you chose previously could help you get passed an obstacle the next loop.
I think the mana thing made it too hard for me. I thought I understood how the game worked and my new strat was just going to the left with the abilities until I found the one I wanted but then I realized that mana was a thing…
The only issue I had was when trying to slash the enemy. I think you could have been a bit more lenient in how big of a swing you do. The most common way for me was dying to the enemy not because I did the wrong action or was being overwhelmed but because I slashed a tiny bit too soon. Kudos to the people that got over 100!
I like the art of the game, it is unified and nice to look at. It gives me “Don’t starve” vibes. The concept of the game is perfect for the theme.
Sadly I agree with some of the other comments that it feels that you as a player does not have that much impact on what will happen. It felt like I played as good as I possible but when I was running out of health I could not do anything about, just roll and pray.
Many games have randomness in it so I think your game could still work. Maybe if you make the shop a bit more interesting so you allow the player to go for certain builds. Maybe you can buy a loaded die like in Mario Party so you can skew some rolls or maybe even a die that has a certain guaranteed number. Another comment mentioned to include some form of minigame, that could also be a solution.
When going into the shop it would be nice if you somehow showed on cards that were too expensive that you could not afford them. Some time I looked over all the cards and then looking down at the coins I saw that I could not afford anyone.
I liked the idea of the guardian angel but when you died “normally” (not by landing on the grim reaper tile) it could be more clear that you used the guardian angel. This game was of course done in a game jam but maybe some glowing on the guardian card and maybe even have the grim reaper fly towards you and the guardian angel sword fights him away. I think one time I did not lose my guardian angel when I died from a trap but I am not sure.
Instead of the random chests being random it could be something like a risk/reward type of situation. “70% chance of getting 30 health, 30 percent change of losing 10”. This could also make the player have more impact. Maybe have something similar for leveling up. Currently it felt like leveling up was something that you probably needed but it was not shown besides extra health (I think). It does not get as motivating to level up.
I am writing a lot of stuff here and that is good! It means that I care enough about the game and see the vision. Even though I felt a bit hopeless I had a good time and at some times felt very powerful when I started to one shot some smaller creeps. Won over two bosses, not sure if that is good or bad. Thanks for the game!

Great game, I had the same resolution problem but it worked out when zooming in to 150% like someone else said. I started the game at level 2 and realised quickly that this would be hard haha. But it was really fun and when I got a hang of the game and the different possible upgrades I challenged level 4. After a couple of tries I won! Level 5 was too hard for me though. I think I played too long so the sound stopped working haha but I restarted it and got it back. Simple idea but I am not sure what you could add except some different upgrades I guess.
I thought that U and V was too similar in the font so I destroyed those letters usually :)
This was a proper experience! I really like how the tutorial was “blended” into the game. It did not feel as tutorially if that makes sense. The art and sound made this game what it is. Really cool presented. It was satisfying just moving the cursor around. I got a bit confused after circling distractions because they were still there after even though I circled them and I got to the next levels so I guess I did it directly. Awesome work!
This was a great use of the theme. I was afraid that I had to actually replay everything and just do the correct choices with trial and error. I guess it was kinda like that but getting new options and dialogue helped it not get too stale. I did however get stuck in a loop and was about to give up but I managed in the end haha.
It would be refreshing if some of the dialogues had some more variety like the fight for example, it could always be a fight but different people doing it to give something to the player but that could have also started to get the player to think about that they progressed?
Overall great game even though it was just a dialogue :D I like that you really had to explore all the paths.
“Kairos (Ancient Greek: καιρός) is an ancient Greek word meaning ‘the right or critical moment’.” Very fitting!
I loved the vibe of this game but I would like to play it in fullscreen, was that possible? I played some levels without realizing that I could move characters hahaha. I saw move with A and D but somehow missed that I should have clicked the characters. I liked timing two people and then going to the next and next to get them all timed.
In one level there was a jumping “platform” that both characters could touch. It would be nice if I could use that but it seemed like they had to jump to their own “platform” for it to work.
Nice work!
This was honestly amazing. I love the idea, the art and general vibe. It is really cool with the poses when you shoot and fun trying to remember how you played before. I usually just got into the center and shot everyone there but once I spawned in the center and omg it was so chaotic but managed to stay alive. I would pay for this if you continue to work on it!
Cool game. It reminds me a bit of happy wheels and games like that. I think this game could get a fanbase if there was a possibility to make your own levels and a leaderboard and such.
For me the game was a bit too difficult since you couldn’t get any more momentum when you were already on a pole and it was hard for me to gauge when I should time the bamboo poles. I like the art, he looks very cool when he swings and then a bit goofy when he jumps.
This level broke me and the level after that was the same level but even harder haha! I had to give up after a couple of tries on that on :)

Omg this was quite stressful haha. I gave up after three tries. Got quite far into day 3.
I really like the art and the voice acting. The game could use some polish, it felt quite easy to missclick on the wires and when entering the code it was a bit annoying that I had to wait for the screen to go away before I could click on other things.
It also took me some time to realize that scanning the items for a customer was enough for the circle to go away I didn’t have to calculate the change directly. At the first encounters I did the change stuff to quickly so I couldn’t see what the customers said. I just got the replies buttons.
Overall a banger but I would like some more polish and maybe an easier mode haha.
This was really fun and reminded me a bit of when I used to make crappy music in bosca ceoil haha. I was really happy when I got to another stage and there was another beat in the background. I think some levels were hard in the aspect of being conservative with your music energy/ammo but other felt much more platform heavy and I had tons of energy at the end. Could have been intentional but I would like it more if all levels really required you to think ahead and not use too much sound.
I am not sure if it was a bug and I noticed it first at the end but even though you had no energy left you could create small notes. This would be helpful for me, I just restarted when I was out of energy.
Instead of a note dissapearing when it touches into another, maybe it should merge? When placing a note it usually moved a bit (I guess to snap to a specific size), this could make it hard to place notes next to each others if you had made a note too small before. I noticed however that if you lose a note because it dissapear the energy comes back so I guess you could just try again and again.
It would be interesting to see how the game would play out if you only had a certain amount of loops to play the notes. Like you had to plan out the map quickly and think of every “sweep” to place. Like let’s say you only had three sweeps/loops to place notes. Might be too hard :D
Here are some pictures of me being stupid!
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And here is my masterpiece:

















