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Javicobos

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A member registered Apr 24, 2017 · View creator page →

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Absolutely amazing!!! Incredibly fun, pretty visuals, very cool levels, satisfying to play and challenging to master. Great job, this is a sick VR game and the experience is fantastic. 

Sometimes I had difficulties teleporting to a given plance, a "lock on" system or some aim assist for that would've been helpful for that maybe? I also wasn't too sure why the slomo was triggering sometimes (I think being close to dead?) or how to best dodge bullets; buy yeah this game had me incredibly engaged and entertained for a while, and I even got a gold medal (in the tutorial level but it still counts, it took me several tries hahaha)

My congrats, it's just awesome in many ways

Tile movement works very well here! I got eaten once or twice but it was fun ^^

Nice environment! I had some framerate issues on quest 2 and the scale was going a bit crazy - will try on pcvr later to get the better experience!

Punching a clock to "break time" and restart a level is such a cool mechanic, by the way!!! love that idea

Beat the whole thing, very cool! Kept me hooked for a good while :) it's super polished and pretty

"please, stop hurting yourself" hahaha love it

Extremely creative! The controls are something I've never seen before

Cool! A very small detail but I liked the material on the stick you hit with, it's like semitransparent in a neat way!

Thank you so much for the kind words!!! That's a great reference wow! The original "poem" I used as the base for that is a Spanish classic by Gustavo Adolfo Bécquer ^^ it is very dramatic: 

"Sighs are air and go to air,
Tears are water and go to sea.
Tell me, woman, when love is forgotten,
do you know where it goes?" 

Thankfully gameobjects disappearing is a lot less sad!

Very cool, my favorite part is definitely the dancers hahaha it reminds me a lot of the Borderlands games with the space setting and silliness :) the environment is fantastic

Yeah, that happens with jam games, it's near impossible to get everything working as intended haha

Love the asthetic! Grabbing weapons from behind is cool but sometimes they ended in weird positions, like a sideways pistol i couldn't quite use. Still, it's fun and pretty!

Fun driving! I'm terrible at it though hahaha the big left turn always got me

I tried again and was able to get the grab working, though I had to bend over a lot haha. The concept seems very unique!

Thanks for the kind words! I wish I hadn't done the UI so last minute, it's so weird sometimes even though the components should in theory work. But I'm glad you enjoyed the rest!

Got a bit stuck as I wasn't sure where to throw my things, but the concept seems very cool!

The mechanic seems cool but I'm not able to grab anything 😅 I can see that my hand pushes the small cube but won't grab it with the grab button, am I doing something wrong? I'm not sure that had to be done before or after recording, I tried both ways

Super cool concept and aesthetic! It's quite hard to play haha - there are so many more options compared to 2D tetris! I'd love to see a tetris pro play this

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I love the fast travel feature, it's cool to go fast! Sometimes I wasn't too sure how high I could go as some obstacles looked like they could only be avoided from above but the sky would also kill me, maybe some indicator could be added for that? But good job!


Edit: nevermind you can go high, something else was killing me, my bad hah

I had the same feeling with the jumps, sometimes it was a bit hard not to turn (but i'm not too experienced with the controllers).  The rest was fantastic though, awesome job! I like the variety of guns and enemies, and that they move and feel quite alive (or quite robotic). Particles were also pretty

Hahahaha thanks a lot for the kind words! There are no failures here, just different parts of the learning process ;)

Thanks for making the game! I think it makes sense to move that way, especially in a VR game; but after years of FPS games where movement is artificially the same speed in all directions (and especially some zombie games where the best strategy is to walk backwards as you retreat) it's just what feels natural to me haha

Very cute idea! And despite the pillows and plushies, I didn't relax at all haha, that was frenetic! The sounds were great as was the idea behind the bonus level! At times the movement felt a bit odd to me (I think the side damping was high so you could move forward fast, but not as fast diagonally or to the side) but I see why that would make sense here since we don't walk as fast that way in real life xD

Also loved the animations on the plushies!

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Awesome work! I liked the feedback on objects changing color when you could grab them, as well as the vibration to tell you something was going on. The sounds were also great, and despite the chill music I was turbo-swiping as fast as I could when the countdown approached zero.  Neat!

Thanks for playing and thanks for commenting! We're very glad you had fun with the different mechanics, that was definitely the main idea here!

Thanks for taking the time to give us feedback - I see my nemesis (UIs in unity) is causing trouble once again... sorry about that!

To make those buttons work, you'd have to aim at them with your right hand (which might require getting it relatively close, and I'd suggest pointing from above, vertically) and I believe you can't be holding any items. Although the game is designed to be played while stationary, maybe taking a little step to the right can help interact with the buttons? 

Thank you so much for your playing and your comment! Very glad you liked it