Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Infinite Yield Games

9
Posts
8
Followers
3
Following
A member registered Jul 12, 2024 · View creator page →

Creator of

Recent community posts

Thank you for the encouragement, and the playthrough. 😁

As far as we are aware, you are the first to make a video of any of our games and we GREATLY appreciate it. Your feedback is exactly what we like to see. The key coloring on the map (PC player) could be confusing. Making them all the same color, maybe red to match the crypt roof would have been better. The idea was that they matched the color of the keys themselves rather than a door they go to. Also I (SwampN3rd the programmer) agree the skeleton icon could have had an arrow indicator. Just as an fyi, the 'chin' is forward as if looking down. This is the first time I get to see how a developer can become blind to these kinds of issues.

I didn't much like the feel of the default XRTools teleport implementation either. I had planned to change it but ended up "getting usd to it" during testing. Then the deadline came upon us and there was no time to make it feel better. My next VR iteration will have better controls with an option for smooth and snap/teleport. I noticed the key indicator on the map becomes incorrect when holding the key and then switching to the pc overlay. My guess is that it's something with the headset tracking changing when opening the desktop overlay, but I'm not sure. I only saw that happen once in testing, it's something to look into. A wrist map would have been a good idea for a single player. At 9:07 the pc map was behind you, and the map is a live view. When you look at it turns the VR indicator too and leads to the confusion about you in game orienation. I suspect you had physically turned from the original facing. This was never an issue with two people in testing and the wrist map would have fixed that issue. I was annoyed with you about the bad orientation and apologize for it. With 15min  left until the submission deadline, I didnt get that big haptic on the door open 😭. The haptics were one of the very last things I worked on. I feel the disapoint too lol.

I'm going to start working on those fixes right away. I can't leave it in that condition once the week of judging is over.

It's good to know that it works the Index. Your feedback is much appreciated.

I'm glad it worked for you! What kind of hardware did you use to play the game?

We are using 4.5 RC1 and so far it's been fine. Haven't ran across any issues using XR tools.

(1 edit)

We are glad you enjoyed it! We are considring having some different modes such as a challenge mode not unlike what you suggest.

Awesome! 😁 That's a good outlook on it.

(1 edit)

So glad to hear it! That makes all the work worth it in my opinion. I already have some fixes and updates ready to upload after the judging period. I made a dev log with changes and screenshots of what I have so far. I will be continuing to work on this project after judging. If you would like to get notifications of updates, you can follow or add the project to a collection.

Bug Bashers 1st Dev Log

When I'm playing it, I start panicking when the bugs are at the end of the path. That makes me mistype more and its all over lol.

-SwampN3rd

I agree having a better UI for what the player has typed is a must have. It's easy to overlook the current input and takes focus away from the bug line. I will be implementing a visual and audio indicator when no word match is possible from what the player types. Also, because any word in the line can be worked on at any time, I probably won't put the typed input under the bugs. Besides just the UI improvement, I could allow the player to move that UI element to a location that works better for them.


Your feedback is greatly appreciated, thank you! I hope you enjoyed this prototype version even just a little. 😁

-SwamN3rd