Thanks for playing! Source code is at https://github.com/hiinaspace/mainspring . It is... gamejam-quality code but hopefully useful.
hiina
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I do see a bunch of these errors in the javascript console:
index.js:467 ERROR: Error calling from signal 'button_released' to callable: 'XRController3D(xr_controller_input.gd)::_on_button_released': Method expected 1 argument(s), but called with 2.
I think I got the mechanic, but I couldn't reliably recollect the time energy. It sure seemed like I was holding my hands in the correct position but I'd just spill more overlapping ghosts instead of recovering them. Tried the level with the two wheels a few times but couldn't complete it . I think it's a good mechanic with some tuning though; I can definitely see how you can build clever puzzles with hand path retracing. Good set dressing and voice acting too.
I am a pro gamer :) You might also like We Are One, though I haven't played that personally. and Spymaster (by the Fisherman's Tale devs) that got announced recently at the VR Games Showcase. The time self-coop is definitely a good good mechanic, especially in VR where you can do satisfying throwing/handoffs. I really liked your game's synthesis with the wall climbing, hadn't seen that before.
Another TIL for anyone still needing to rate the other games: https://github.com/DragoonAethis/itch-dl can download all of them in bulk.
It requires a engine patch to do properly currently https://github.com/V-Sekai/godot_planar_reflection (https://github.com/godotengine/godot/compare/master...hiinaspace:godot:mirror-ov... is my patchset including a fix for the procedural skybox shader). But https://github.com/godotengine/godot/pull/116424 Bastiaan is working on this, so hopefully soon it won't.
Cool, liked the quit button mechanism, though I accidentally triggered it the first time. Nice set dressing as well. Gameplay concept definitely can work too, with more.. time, of course.
I am personally fine with smooth movement; though thinking about how it's kind of hard to build a little settings menu just to support different movement/turning styles, feels like it'd be nice to have some global way for OpenXR users to specify their locomotion preferences to games. Sort of like the 'prefer-color-scheme' dark/light in web browsers.
Wow, I was just talking with a friend recently about how it'd be so much more fun to make beat saber beatmaps if you could make them in VR and quickly play/edit them. This is it. This needs some extra features (like beat quantization and maybe some sort of overdub/multiple takes) to be usable for finished beatmaps, but very nice start! And thanks for open sourcing it; I'm interested in making some contributions.
Funny eating mechanic, and nice shelves :) . Tangentially related, I was looking up if there were ways to actually play youtube videos on a texture in godot, and there is https://github.com/VersaYT/godot_mpv . So you could in theory make real videos actually play back as you rewind them, which would be funny.
Nice, took me a bit to figure out you have to hold the left joystick while also winding, but once I got it it made sense. Definitely tiring turning your wrist all the time; I think a basic improvement would be to make it like a motorcycle throttle where time runs forward/backward while you hold a twist, not just while actively turning. But still good.
Nice, clever puzzles and cake. The movement/player controller does have the problem where if you teleport too close to a wall so the screen blacks out, it's hard to figure out which direction to move to get out and get vision again; I had to just restart the whole game a couple times because of this. IMO depenetration by pushing the world away would be a better default for xrtools's player body.
Very nice, lot of polish for game jam. On index controllers, the activation for winding time is grip instead of trigger, which was confusing at first since grip is also really easy to accidentally input on index, so things were getting frozen in time. I thought in order to listen to the first guy's dialogue, I had to manually wind forward time at the correct rate so it's the voice is understandable, rather than let it play naturally. Which in hindsight would be a cool puzzle.
Nice work. I also had trouble with the dog physical movement and jumping, where the jump would send me backwards sometimes and the paws would barely move me. I was still able to complete the puzzles at least. Also had some problems where I started the game on the other side of the second door, I guess because I was standing too far away from center of playspace, and the key inside the lock box with the battery fell through the floor endlessly. Still a good synthesis though.
I tried out https://github.com/stechyo/godot-steam-audio this jam it worked pretty well, pretty much drop in replacement for sources and listeners for better spatialization.
Another thing I learned is that making modifications to the engine itself isn't actually that scary. You can just clone the source, add some patches, and build another engine and release template (I had to do this for oblique camera projections with https://github.com/V-Sekai/godot_planar_reflection ) .
The 4.5 release candidate came out a couple days ago: https://godotengine.org/article/release-candidate-godot-4-5-rc-1/
Anyone know if there are any issues with VR support or XR-tools support? While I doubt I'll need any of the new features in 4.5, seems like a good a time as any to try out the bleeding edge.
Thanks for playing! I'll once again point to the original inspiration if you want more of the same (in 2d) https://en.wikipedia.org/wiki/Auditorium_%28video_game%29 .
Thanks for playing! If you want more I definitely recommend the game I took heavy inspiration from https://en.wikipedia.org/wiki/Auditorium_%28video_game%29 . the flash game is dead sadly (even if emulated in ruffle, it seems to be broken), but I think the steam version still works.
Thanks for playing! I took, uh, heavy inspiration from the original https://en.wikipedia.org/wiki/Auditorium_%28video_game%29 . I definitely recommend it if you want more of the same (in 2d).
A more "desk size" world scale by default for the puzzles definitely would be better than the scale it is currently; When I was playtesting I'd always scale out until it was that size anyway; plus it'd avoid needing artificial movement entirely to those with enough room.
Nice concept. I also had a little trouble getting things to go in the pot. The pure force grab mechanic is nice for avoiding needing any movement, though I'd personally prefer more physical grabbing and stirring and stuff in a VR potion game.
Aside: I almost missed this one since your Windows download was marked in itch as windows-compatible, you should change that on your game page.
Cool idea, and nice particle system!
A few years ago, a friend of mine actually found that controllers on your chest are even sensitive enough to pick up your heartbeat, with a bit of signal processing. He implemented in vrchat: https://vrchat.com/home/launch?worldId=wrld_cbae992f-b394-4677-a115-f3670051f785
Nice take on broom riding! I am thankfully immune to sim sickness, so I blasted around on the fastest stick for a while with no issue (well, besides having very little control). Nice music changes too. Could definitely extend this into a full game, either like a multiplayer kart racing style, or a single player adventure.
I crashed into a house door at the very end, which also crashed the game. Just as planned, I'm sure.


