This is a puzzle game, but if you get stuck there's a Walk through in the Game Page - Enjoy!
IanLindsey
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Thanks Mike - glad you enjoyed it 👍
I know Mixed Reality is a hard sell, especially as it doesn’t screenshot very well, there aren’t many genuinely fun MR games out there and it’s really awkward for content creators like yourself to capture and use in their streams - but hey, I still thought it would be fun to go with it anyway. I must be crazy!
I think there’s something very unique and personal about MR and I like the fact the game would be subtly different for everyone depending on their room setup. But that’s what also makes it technically challenging too.
Not sure I’ll fully release this particular Jam entry, but I will progress the framework for my game Panic Room and add more experiences given the feedback.
Thanks for the live streams of the games and the feedback! Much appreciated 👍
Thanks Mr. Shrimp, much appreciate the feedback. I really enjoyed making this and I’ve enjoying doing a Jam again (although it can be intense!)
Going mixed reality was a bit of a gamble to be honest, it never screenshots well and it does put people off. I know a lot of MR experiences never feel real and it’s all still a ‘bit of a novelty’. However, I think that’s mainly because MR is usually a last minute bolt-on to most games and due to the limitations, the virtual objects never look real enough to be convincing so breaks the whole experience.
Underneath all that I do feel that the MR tech is capable of so much more than we’ve seen so far and it can be pushed further… and I hoped to demonstrate that with Camp Panic
Like others on the Jam time was tight, I only had about.4 days free to put it together (hence the non-animating mosquitos, crappy camp fire etc) but I did use my MR base framework I’ve been building for a while and built the content on top.
Looks like everyone wants the smack the robot - lol! I didn’t even think of that, so I’ll probably make an update with that in, just for a laugh. I did like how that whole robot character worked out in MR, so he’ll probably make an appearance in something in the future.
Thanks for hosting the Jam and getting the whole VR crew onboard - it’s been ages since there’s been a proper VR jam! Hope to see you for the Halloween Jam, but time is going to be tight (again!).
Thanks for the feedback - glad you enjoyed it and it made you laugh (sometimes it's hard to pitch comedy in a game isn't it?).
As for the light placement, yeah, it's a little trick I came up with to try and match the AR objects with the real world passthrough. Given the current system with Meta, you can't get any colour or lighting data from the room, so it's hard to make things look real and fit right in the environment. So having the player place the main light source seemed the best option and tends to work pretty well.
Also, if you press the menu button during the game, you can access a 'realism' menu where you can alter the sliders to try and match your room as closely as possible. It's quite cool to press this when it all kicks off near the end, as it'll pause the game and you can see everything freeze in your room.
Glad it's working for you. Yeah, the Meta OS updates have caused all sorts of issues lately, I think they messed a few things up to be honest!
I'm really tempted to add an update where you can grief the robot, I mean, nearly everyone has asked for it. I was making a puppet game a while back and no matter what I put in it, everyone just enjoyed smacking the puppets and seeing their reactions :)
Yeah, the funniest part of making this was when I got a few people to test it and at the end where it all kicked off, they would crawl into the tent. Viewing outside of VR watching them is hilarious, seeing them crawling around in fear - haha, great times!
lol - you're definitely not a pebble, you're climbing the VR mountain with me my friend!
It may surprise you, but I don't use GIT or anything either! (shocker, I know) - I find it slows down the development progress rather than improve it. Basically, all you need is to take regular back ups of the project's assets (usually just the scripts) and that's enough if you ever revert back to a working version if you get into a mess.
Thanks for explaining the level process and where it was going to go... Yeah, I get it now, if there was an extra, super high level you jump off after travelling up on a elevator (oh, that sounds familiar ;) ) then the difficulty ramp up makes more sense. Shame that didn't go in, I would've like to have seen that.
Still, it's a really super polished and fun game regardless, it's close to being release ready. I reckon with a bit more work you could probably make that a full game release.
Really enjoyed playing this - great job! Definitely had a summery feel and you captured the whole hiking vibe perfectly.
I can see how the mini-games would've fitted in and it's a shame they were chopped, it would've made it quite a different experience. In it's current form, it does feel a bit random rather than skill-based to complete the trails, but still enjoyable none the less...
I did find a few issues. One where if I went right instead of left out of the house, I instantly completed the trail and the UI stayed on screen forever. Another where the campers stats stayed the same all the way through the trail...
(...and yeah, like others, I would've liked the snap turn option)
But overall, I can see where this was going and it's a great Jam entry and enjoyable to play :)
Thanks Andy - glad you enjoyed it!
Funnily enough, original idea I had did have rain involved and I was part way through implementing it - but I just couldn't get it to look good in the time so I ditched it in the end and then went for a completely different idea!
I really enjoyed your game too - that Raccoon is great!
Hey, thanks Ameripon 👍
Yeah, given the time I had (about 4 days) I felt it would be best if I use my MR framework as a base and then build the experience on top of it. Which surprising still took a solid 3-4 days non-stop to add the new experience and get it all working right! (Looking back, I don’t know why I put myself through that on every Jam 😅).
Yeah, the model of the camping robot is from a previous jam, but I had to reimplement it for MR, even the lip syncing code needed to be redone for Quest, so it ended up being a big chunk of work. But hey, felt like it worth it in the end, I also prefer that style of character in MR rather than the phone too, so I might reuse that at some point. Maybe release something next year with that style of character in it 👍
Shame about the room scan mismatch, I mean it’s best to rescan the room every time, but I know people aren’t going to do that. Good idea on the respawn of items. In MR you’re never sure where objects are going to spawn or end up - that’s one of the trickiest parts of MR! Plus, those tent panels are thin too, maybe adding a handle on the back or something would help too, but having a spawn button would definitely help
I did think about adding robot reactions, I mean, the first thing people did was to swat the robot in the face when he appeared… but it was definitely a time thing, I just ran out of time to add that. However, it’s definitely something I’d like to add.
Thanks for the feedback, super helpful 👍
Thanks Mr. Beard 👍 Like yourself, I do like putting some humour into these Jam games - makes it more fun!
Yeah, I’ve been quietly refining and improving the Blender->Game pipeline over time and it’s quite speedy now, it also involves Substance Painter now too. I’m more than happy to help you out and take you through it. The main workload is in the Unity shaders to be honest.
As for the time, yeah, I didn’t leave myself much (I really should’ve started earlier), but I basically throw all the time I had into it over 3-4 days. As you can probably tell, I used my existing MR framework and then added a bunch of new custom stuff on top. Even so, that was still a lot of work in the end - damn feature creep and all that! 😅
Thanks Allen - glad you enjoyed it! I tested it on a few people and it was funny seeing them all freak out and watching them crawl into the tent in the end - lol.
I did try your game but unfortunately it didn’t work for me - it seems others had the problem too. Shame as I would’ve liked to have played that!
Sorry it’s not working for you, it all hangs on having a decent room scan for mixed reality (I assume you’re on a Quest 3).
Here’s another way you can set it up - set up a room scan using the meta menus, here’s a video on how to do that:
https://youtube.com/shorts/O9gGMHCEpWo?feature=share
Once you have a room scan, select the ‘use current scan’ option when it appears in the game.
Let me know how it goes 👍
Another genius and unique Jam entry - I always look forward to playing your stuff!
I'm not familiar with the Alone TV show, so I perhaps didn't get some of the in-jokes, but it was entertaining none the less. The environment was exceptionally detailed and gave a great feeling of being lost in the woods, as well as the time of day changes and smooth transitions. This in contrast with the surreal characters, it gave a very unique look and feel to the whole thing.
The characters, although surreal looking, were full of life and the animation and lip syncing made them feel believable (which in all honesty, is a very hard thing to pull off). The voice acting, as always, was superb and the bizarre events as they unfold makes you wonder what the hell is going to happen next? Along with the Beard style humour, I really enjoyed being carried along by the experience. You really do create really unique games and able to make believable worlds you can jump in and feel like you're part of.
As great as this is, there are a few things that could improve it. As you said, it is quite a big ask for a 20+ minute non-interactive story for a Jam. I did go through the whole thing, but I did feel it could've been shorter and still achieved the same feeling. I love the script writing, the environment and the ending was really cool (and unexpected), but I think it could've reached in perhaps half the time.
I did feel part way through, I really missed any VR interaction. As much as I enjoyed the story and presentation, I felt it lacked enough variation to hold my enjoyment for that length of time. I really wanted to somehow affect the outcome and/or interact with these characters in some way.
I'm pretty sure you had plans for such things, but yeah, Jam's time limits are hard to get everything in on time, so I get it...
All in all, I loved it - it was bizarre, unique, well scripted & acted and engaging. Excellent job Beard!
I like the idea, but I think it lacks a bit in the implementation of it. I tried quite a lot of times, but I just couldn't destroy the tents and get passed the campers.
I think it would've helped to have the player pushed along and keep the momentum as it was quite difficult to gather enough speed to cover ground (or maybe I can playing it wrong?). I have played I am Cat, so I'm used to that mechanic but this game seemed more tricky to get around.
Overall though, the game looks great and the idea/concept is really good - but like I say, I think the controls let it down a bit.
Nicely put together, I enjoyed playing that! :)
Admittedly, it was a bit confusing to start with, lots of things presented to me without instructions, then night time kicked in and I was unprepared - there are a few elements in there I wasn't sure how they worked at the start. Like the tent switches, and the solar panels and battery outside, the ammo and bottles of stuff.
Night time fell and I failed, several times... I wasn't sure what to do. I saw hot dog people run to the tents and the tent bars were going down, but I didn't see what was causing it or what to do to stop it.
After a few runs, I worked out how to load the gun and found that the zombies were coming in at the back of the tents (I didn't see them the first few times) and shooting them seemed to work and I didn't fail anymore. I was then presented with a matrix of numbers and a cash value - which I saw as a win! Also, the hot dog guys all grouped together in one place and seemed to be having a good time too :)
I did have fun playing it and it looked great too. After the initial confusion, I did manage to survive the night waves - but there's still a lot of elements that I'm not sure how they work.
Great job on your first Jam - nicely done!
The environment is great, I had a good wonder around and it was much bigger than I first thought! I did manage to reach and jump off the end of the map though - lol.
The game worked well, but there's a few comments I had that could improve it:
- The grabbing of the log was tricky. Not sure what you're doing there, but it needs reworking. Perhaps turn off hands and log collision in the physics matrix?
- It was cool to collect the logs and achieve the goal, however it would've been great to have more things to do after that. Given the world was big, there could be areas where you do different things
- Like Allen, at the start there's a line of text that is unreadable (white on white). Making the text black may have worked better.
Still, congrats on your first jam - great work!
Very well put together and a great dialogue system :)
It had a great atmosphere and the story is engaging and enjoyable to go through.
I would've liked some interaction in there too though, after a while it became a little too 'non-interactive' and even though the story, characters and environment were great, it just didn't hold my interest over the long-term. It would've been great if there was some interactive parts and variation to bring more life into it.
Like Beard, it just went black and I wasn't sure if that was the end or not.
Overall, a nice chill experience, with some great environments and characters in it - great job :)
Interesting idea! I must admit, I was confused at the start (I was playing the 'broken' version) but after going through it a few times it started to make sense.
It's got a great look to it and works well & well presented, but I think the main stumbling block is the instructional/tutorial side of it. There's a few things I wasn't sure about - do I need to match all the traits in a tube, or is it just match as many as possible? Why are the bait items filled with '????' to start with and what fills them in? Some traits (in my case 'music') never appeared in the bait selection so it seemed impossible to fully complete...
In any case, clearly time was an issue and given more time I'm sure you would have made it more clear and guide the player :)
Overall, once I got passed the initial confusion I did enjoy the game and it's a unique take on the whole unhappy camper theme.
What a great looking, unique game with some really nice controls and feel to it.
First of all, I LOVE the look of it .It didn't really fit the summer vibe of the jam, but this has it's own style and had it in spades! The character is awesome and brings a lot of life to it, along with the unique controls of him - and they work really well, including all the physics of the character.
However in contrast, I felt moving around the world was just too clunky for me, especially with the hands, grabbing the floor and dragging it was a hit & miss affair and became a little awkward at times. Using the controllers with the thumbstick worked much better though.
Shame it wasn't finished, I can see where it was going and I would've really liked to have seen the game play part of building a camp and surviving whatever hazards you were going to put in.
Overall, a really fun, unique experience (even though it's unfinished), a super polished character and art style. Would've really liked to see the gameplay elements in there, perhaps you could extend this post-jam?
Nicely put together and it has a great camping feel to it. I did enjoy taking out those zombies, but as I was seated while playing I was surprised when they attacked from behind too - lol!
It was fun to play, but I felt it lacked more feedback on the gun and when hitting the zombies. It got a bit repetitive after a while, so some variation would've been good.
Nice job - shooting zombies is always fun!
This is superb, great job Ameripon! The level of polish and attention to detail is outstanding for a Jam and it's close to being a full game - your game making skills are levelling up for sure!
The world is really atmospheric and the details, such as butterflies and sunlight shards really push the summery feel. Even down to the audio, with the boards creaking, the strong wind as you go higher and the different footstep noises add a lot to the world. All wrapped up nicely with leading the player gently into how the game works through the signs in the world as they progress, that worked really well.
A really unique concept too (quite hard to find in VR these days)... I bottled out of actually doing the trust falls in real life, but I imagine that would be quite a cool feeling in VR.
It's really great as it is, but I do have a few comments improve it if you fancy (quite minor points):
- I feel having just one catch would've been enough, instead of having to catch several team members. I think the game would be more fun if it was one catch, one fall for the player. Like Beard, I went all the way up to the omega fall without it being my turn!
- Block the path, or allow the player to jump when it's not their turn. Especially on the 3rd jump, it's a long way to go only to find it's not your turn and you have to jump down and do it all again!
- The difficulty ramps up massively for the 3rd fall. 1st fall is a walk up, 2nd fall you climb up a ladder, 3rd fall you climb a ladder, navigate a mountain side, climb some rocks, across a bridge - it's a long way! It's quite a leap in difficulty between 2 & 3. Feels like another jump in between the 2nd & 3rd would've been good to add.
- The tickbox at the start was a bit confusing. It says 'Automatic falling' but the box is unticked (so seems like you should tick it to enable it), but then when I tick it the text changes to 'manual fall' with the tickbox ticked. So I wasn't quite sure if it was manual or automatic in the end? Feels like it shouldn't have a tickbox, but just have it as a button.
- Also, there's a weird rendering issue happening on the Quest (didn't try the PC version) where there's a subtle dark outline around everything (around the edges of objects). Looks like a post-process or shadowing problem perhaps? This kind of spoils the clean cartoony look of it so it'll be good to get rid of that.
All in all, a really great, super polished entry and I really enjoyed it - with nice attention to detail.
Great job Ameripon!
(oh, and it had the default unity package identifier, so had to uninstall other entries to play it - just remember to change that for Jam entries :) )
Nice little fun MR experience!
There were a couple of issues for me...
Firstly, I'm left handed so it would've been nice to have the option to change the gun hand.
Secondly, I was stood next to a wall when I started the game so the bubble spawner was technically outside the room. So it spawned bubbles outside of the room and I couldn't shot them as the walls would be in the way.
Other than that, a nice, enjoyable MR experience.
It's always a pleasure playing your games Greg :)
Nice simple concept and well executed - great work! Something that can be easily added to with more varied ideas.
I liked how it was paced, not too frantic but you had to think about your shots.
I would've liked to see snap turn in there so I could play it seated too. Also, it felt unfair that I would be given gun colour near the end of a level that didn't have the same colour target. So I had to miss shots to force a colour change, but that impacted my accuracy percentage.
Nice concept where the visuals and level design could really be pushed further in the future - great job!
Really well put together. Even from the start, the music, the atmosphere, the feel and interactions of the hand had plunged into the world. I really like the subtle physics of the hands as you push against things.
I got a bit stuck at the start as I got the book but didn't know I was supposed to put that in my backpack (or even that I had a backpack at that point). It could do with more guidance at the start.
I'd say overall the game is too dark, there's some nice dynamic lighting but I think the ambient lighting still needs turning up so you can see things better.
I like solving the puzzles, however they were a little frustrating more than satisfying. Like some candles I can light with my hands, while others that look similar, I can't. I spent quite a lot of time wondering around not knowing what I should be doing and eventually got stuck.
Overall though, really well presented. Not sure it fits the optional theme for the jam, but a great project. I think it needs to guide the player more and perhaps some optional hints to ease the frustration at times. Really enjoyed it though and would like to see this progress further.
The voice acting and script was top notch - it REALLY is masterful and far exceeds many published titles out there! Great job!
I always look forward to Beard or Die Jam games - you're never quite sure what you're going to get out of that head of his, but one thing for sure it'll be packed with self aware wit as sharp as a freshly polished razor.
I did enjoy the experience, however I also watched the trailer, which in a way, kind of spoilt it a bit because I knew what was coming (perhaps the trailer should've been a lot shorter and not contained a full run through...)
Superb scripting, and the voice acting is purely amazing and the overall idea was very entertaining.
I understand time is always tight on these things, but I think I would've preferred more interactions 'in the room' and more events happening. I see that a lot could be added to this, but the feel and pacing of it was definitely on point and the humour definitely hit!
Was it scary? Well... it was more creepy than horrifying I'd say, and I didn't feel like I was under much threat.
Overall, another VR masterpiece - I really enjoyed it and a memorable experience. I'm going to play it again in a minute. Great stuff!
Great looking game, and the torchlight was really well done.
The main obvious issue with it was the movement speed. It took ages to get the greenhouse and when I was walking back with my gas canister, it disappeared!
Seemed like there was a day/night thing with the shadows, but the confusing part was that the sky was always dark, so unsure if this was a shadow effect, or a day/night cycle thing.
Still, overall it was an enjoyable experience and the look and feel of it was really spooky. However, the movement was so slow it made it very time consuming to play.
Nice, simple game concept - but works a treat... REALLY nicely presented and clean art style - very polished!
I did find playing was a bit laborious, some of the objects felt too far to reach in time. It all felt too low too, it would've been good if they bounced up so they were closer to the eye-line.
As Toreador suggested, using hand would've been a good addition too (I know it's probably a time thing for the Jam) but perhaps a shield in one hand and a sucker gun for collecting gems might be cool. Just to add more variation to it.
Overall, very well presented game and really cool idea - I enjoyed playing it!
Good solid entry to the Jam this one...
I can see a lot has gone into this, so kudos for that!
I was a little confused what was going on at first, but after a few play throughs I got the idea. I didn't think I could attack the guys as I had no weapon, but it seems you can melee them - and there's this 3rd person mode to special attacks.
I found the light shards from the windows had collision on them, so it was annoying that I couldn't run through the light, so I got stuck on them sometimes.
I killed all the enemies, but it seemed like there was no results or conclusion. I tried going out of one of the doors, but they didn't open, so I'm guessing there's no end to it unless you die.
All in all, great job! Lots of effort certainly went into that and it's a good solid game. Loved the bats flying around too, nice touch!
I really like the look of this game, had a spooky atmosphere and the fog effect worked a treat.
I also have similar comments as ToreadorGames, the obvious things were the torch was way too yellow and the game over screen was 2D & massive and too close to the camera...
I wasn't entirely sure what the goal was in the game until I encounter the ghost the first time, but I'm guessing it's to avoid it for as long as possible. So it would have been nice to have a brief explanation at the start, and perhaps a timer for how long you survived.
All in all, great job on the Jam - a really spooky experience!
The game has a spooky atmosphere and was well presented.
The title screen didn't move in relation to where I was looking, so all I saw was a black screen at first until I turned around and saw the title screen.
Wasn't sure why spatial data was required for this game (If you're using Meta SDK, then untick Scene option in the Permission Requests On Startup in the OVRManager). I was expecting an MR when that popped up...
I liked the witch and the environment generally. I wasn't sure if you needed to reach the witch or anything, but it seemed like it was just a survive for as long as possible type thing - which is cool, but it would've been nice to perhaps have some sub-goals in there too.
I felt it was a little too easy though, you could move faster than the skeletons so I can always out run them and kind of look at them while running passed the side of them.
I enjoyed playing it, it's a great achievement for a Jam - all the environment, sounds, music and logic were all solid. Good job!
I've seen this one before, but it's great to see some updates on it :)
The concept is cool and it's great to set up a mini golf game in your room - I enjoyed it.
I would say, I'm not sure about placing the items using look - I would have preferred to point and click with the controllers so I have a bit more control over it.
I did find my room got crammed pretty quickly with all stuff as they are pretty big. I feel some of these things could be smaller.
Great to see progress though, it's certainly heading in the right direction!





