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hiina

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A member registered Mar 08, 2020 · View creator page →

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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.

The windows build does seem to work properly for me though, thanks for uploading it.


 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.

Very nice, definitely has the bones of a full game. Clever automat for buying more units instead of just another laser pointer menu too. Reminds me of brass tactics, the sadly abandoned PC oculus exclusive RTS, which also had little drawers you could get more units from.

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.

Unfortunately couldn't get this to work on steamvr/windows (with chromium browser); the game rendered in VR but controllers didn't appear, nor could I interact with anything. I think I saw the physics hand just floating away in space, so something weird happened...

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.

ok, I was able to make the shot, though the scene is extremely dark so it was quite difficult. I got to the next two scenes (stuff on the ground, and free move with the woman at the chair), and did one loop after doing some, uh, knife work. But I then got stuck again at the same woman scene, this time with apparently nothing to do. Maybe post a full walkthrough?

Nice climbing and grappling. I did not match you :( though so I dunno if there are levels after that one. Also didn't really get that it was a time trial, but makes sense in hindsight.

Really nice work on the setting. Even with the simple models, the fog, bird particles and calls, and creaking effects on the boat do a lot to sell it. Reminds me of similar sequences in paper beast. I also got stuck unfortunately (I think on a buoy) so I might not have seen all the text lines.

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.

I couldn't get the locksmith to answer, despite being at the right time (unless it's a serious clock reading skill issue), but I managed to just guess the right key. Neat concept for more time puzzles though.

Nice, I completed all the levels. Hard to get that second bonk sometimes but satisfying.

Also stuck at I think the intro. Could interact with the gun on the floor but all it does is click. With the windows build on steamvr / bigscreen beyond FWIW.

Nice, very difficult to catch with the tiny hitbox of those pickables, but I still managed to beat it. I really liked the climbing puzzle. would be fun to do time trials with this concept, not just puzzle solving, sort of like The Last Clockwinder's throughput scoring.

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.

Unfortunately, on the windows build with steamvr and a bigscreen beyond 2, for some reason the game's view doesn't render correctly, being oddly stretched on the bottom ~60% of the screens. Didn't see any errors in the console, not sure why it'd break on this setup.

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.

thanks for playing. I'm not sure why the small girl falls through the floor sometimes, oops. 

Thanks for playing! I've been meaning to make a native linux build, but my linux steamvr setup is broken at the moment. Did you have to do anything in particular to get it to work with proton? 

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 mechanic and good aesthetic. I also found it really tricky; could just be a skill issue though.

Cool aesthetic with the quantized color and nearest neighbor texture filtering. I also found the interactions a bit clunky, but the core spell casting gesture system makes sense (a la arx fatalis). 

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Unfortunately the EnchantedGalleryTextureFixWindows.zip still fails to load on my machine (steamvr/windows 11). I do still hear the music playing but the game never submits any frames.

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 simple tower defense. I also struggled with the page flip on index; it seems like you're supposed to poke it instead of trigger.

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.

Nice! Good physical mechanic, both punching and blocking. The punch detection was a little easy to cheese with waggling as is, but still satisfying to whip up a big gout of flame. Decent visuals, though it seemed oddly dark (filmic tonemapping?) on windows/bigscreen beyond.

Interesting mechanic. I played with index controllers so I might not of got the whole experience, but it still works pretty well once you get the hang of it.

Nice job. Simple but fairly polished take on the genre. The final press at the end seemed buggy (on windows/index controllers). My reflex was to grab the handle and pull it down but it seemed to instead respond to a trigger press, with the visual just twitching slightly. 

Awesome, I liked it a lot. Could certainly use some more cues to get the singing right (timing/pitch), but even entirely freeform like it is now, I enjoyed just live looping with myself. Playing all the voices at full volume does clip a lot unfortunately; adding some compression might help. Really nice set dressing overall.

Awesome, I liked it a lot. Could certainly use some more cues to get the singing right (timing/pitch), but even entirely freeform like it is now, I enjoyed just live looping with myself. Playing all the voices at full volume does clip a lot unfortunately; adding some compression might help. Really nice set dressing overall.