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A member registered Oct 04, 2015 · View creator page →

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For seeing all games made by a dev you can click `View all by hammergames(dev name)` on the top right of the screen or you can just delete the game name in the URL to get the dev's URL page.

https://hammergames.itch.io/wounded-winter

to

https://hammergames.itch.io

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Very good game.

But if I had to give constructive criticism it'd be about the story. The story is kinda too bland& too simple.

It'd also be good if it had mentioned how Native American religious rituals were banned by law in USA due to religious bigotry.

Also, for using rendered images for story, I think it's smart. Making animations for story would be really hard, but posing the models & taking renders/screens is easy. Instead of not having a story, you came up with a simple, but clever method that's not normally used in high budget games. Really cool!

7-zip & PeaZip are free & open source unlike Winrar.

Itch.io is pay what you want, so you could always pay more. ;)

Looks like game is no longer on Steam.

Edit: Found the link for the itch.io version. https://zabbo-games.itch.io/smashem

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Link is dead!

Edit: Is this the game? https://colegram.itch.io/fred-the-frog-pixel-edition

Normally when it comes to paid Assets on itch.io, you can use the assets in commercial games.

Paid assets which you can't use in commercial games are usually rare & the description usually states it if that's the case.

Not sure about Youtube, though.

My guess would be because itch.io has a donation based system which allows for people to pay what they want while Oculus & Steam don't have this option. Also, Steam charges 100$ to publish a game IIRC.

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For the LowPoly tag. Low-poly is used on itch.io a lot lot more often than lowpoly.

https://itch.io/games/tag-low-poly  9,679 results

vs https://itch.io/games/tag-lowpoly with 133 results


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You might want to add the following  tags to the game so it shows up when some one searches for the tag.

This game's as if the darknet or something. I wasn't able to find it before. I finally decided to search for all games with the Virtual Reality (VR) tag and finally found it.

The Oculus Quest tag. The Oculus Quest input method. For people looking for Oculus Quest games.

The Archery tag so it shows up for people searching for Archery games.

The Low-Poly tag for people looking for Low-Poly style games.

I would've made it Archery based.

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A VRGK game in the wild.

It was the guns that gave it away BTW.

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I've a long list of recommendations for the game. It seems you have stopped development on the game a long time ago, but you never know.

> When the AI is hit with arrows it just takes damage & doesn't react in any way. I think the ideal behavior would be to close-in on the source of the damage, the player.

> The game freezes for sometime when things are destroyed. This doesn't always happen, but happens most of the time with destroyable floors & walls(I guess big objects in general). And I destroy a lot of floors because I use the bow & shoot a lot. Maybe you are not baking the destruction & doing real-time destruction calculations? This maybe because I have a bad CPU.

>  Whenever something covers my head, for example a destroyed wall piece, I see red. I think this is supposed to be the you are putting your head into virtual objects thing that VRIF has. But please change it to grey or black. Red makes players assume they're taking damage. I thought I was taking damage in the beginning but later realized this was a VRIF, with the color changed to red.

> The bow's aim is 1 handed & this is really annoying. Most popular Archery games do 2 handed aim. It's way easier to aim two handed because you use both hands for aiming in real-life. VRIF bow has a thing you can change in the Inspector to make the bow 2 handed. BNG added 2 handed aim suport for the 1 handed aim bow after a feature-request.

> Use the lighting better. Maybe make the dungeon a bit darker & makes the oil lights a bit brighter with yellow(yellowish-orange fire color) to give the feel of the dungeon. Currently because of unrealistic lighting there is no feeling of realism. It feels like I'm looking at bad plastic toys. Lighting is the most important visual thing when it comes  to Low-Poly games. Then, have these new lights baked.

> Force-grabbing things is really hard & so so annoying. I have to fiddle with my hand to point at the thing & it takes forever with moving the hand a lot for it to realize I want to pick it up. I didn't realize VRIF was this bad at picking things up. Maybe you reduced the radius or area that VRIF hand detects objects to be force grabbed.

> When I'm standing on coins or gems & I try to pick it up with force grab, I fly. This is most likely a bug with VRIF. Don't know if it has been fixed.

> VRIF treats the Oculus grip the same as Vive grip. Oculus grip is very easy to press while Vive grip is hard to keep pressed. You'd want weapons to be grip press trigger hold for Vive & grip hold hold for Oculus Touch. You'd have to modify the code of the Grabbable script to have different inputs for Vive from all other controllers. I think Vive is the only odd one out, so you'd want to detect Vive controllers with custom code tell the grabble that it is to use the Vive input(which you also have to modify the code for to set up different input controls for Vive). Holding the trigger on both the Vive and Oculus for holding objects is feeling wierd. For weapons at least, on Oculus Touch it should be hold grip to hold & release Grip to release, while for Vive press grip once to trigger hold & release.

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Your game isn't showing up in https://itch.io/games/input-oculus-quest/tag-roguelike

That was the page that showed up in Duckduckgo search for Oculus Quest Roguelike games. Roguelike games Quest search on DuckDuckGo

Edit: Figured out why. You didn't add Oculus Quest input support. You only added the `Oculus Quest` tag and not the `Oculus Quest` input method.


You might want to add that if you want Search Engine result page of Itch.io to show your game. I don't know how you'd go about adding the input method though.

You should also add FPS tag. I usually search for FPS games using the FPS tag on itch.io & your game wouldn't show up on that too.

You might also want to add Android as a target platform, but not everyone does that & many cause confusion with the FlatScreen Android gamers, but it'll tell Quest users that this game has a native Quest .apk and not (just) a Oculus Link .exe.

So, TL;DR

> add the Oculus Quest Input method if you want your game to show up in Google, DDG searches for Oculus Quest Roguelike games

> add the FPS tag for people looking for Quest FPSs

> Might want to add the Android tag to make it known that this has a native Quest .apk

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The only good free Archery game for Quest. And even the paid ones IMHO.

The art looks beautiful and surreal.

The bow feel & force curve is really good. Sniping enemies at a long distance comes naturally. What I'm saying is that the strength at which the arrows are released at different draw distances is well tuned.

The puzzles are also good.

I so hope the dev makes more VR games in this style. Or maybe a full version of this archery game.

VR is lacking good archery games IMHO. I am a huge fan of archery in VR and hate guns in VR with passion(For one aiming guns without slow and visible projectiles is next to impossible fore me).

Not many games on Quest have this surreal type art style which I happen to love.

I would definitely pay for a full version of this game and I think others will to.

Now that we have AppLab on Oculus Quest every dev can publish their game without Oculus Quality control judging your game like they used to in the past, please consider making this into a full game.

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Try to embed the video instead of just pasting the link. There is a Youtube icon when editing or typing a comment.

Like this!

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An instructor on Udemy used this model for the Player Character for his 3d Platformer tutorial.

https://www.udemy.com/course/unity3dplatformer/

Also, this might be your best model yet. Hope to see more in this style.

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Please change the tag to Oculus Quest instead of oculusquest

Oculus Quest or Oculus-Quest tag is used by most devs for Oculus Quest games, not oculusquest.

In the following links you can verify that.

Oculus Quest tag games and tools

https://itch.io/games/tag-oculus-quest

https://itch.io/tools/tag-oculus-quest

oculusquest tag games and tools

Only one tool and one game and the tool is your app. 

https://itch.io/games/tag-oculusquest

https://itch.io/tools/tag-oculusquest

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I noticed you added the bow & quest tags.

Quest tag is not used for Oculus Quest games. Usually the Oculus Quest tag is used IIRC. quest tag seems to be used for RPGs with quests etc.

Also I recommend adding the Archery  instead of the bow tag. Archery comes up in suggestion when you type the first few letters, but bow doesn't. That means bow tag is not used or searched for often enough.

Can you please add the Archery tag.

Impossible to play for me.

The bow is not socketed to the hand. You can hold the bow from any place and it's really hard to hold it the right way.

The itch.io client says that the game is hosted on an incompatible third party platform and therefore can't install the game.

Please host the game on itch.io directly.

But it doesn't have the Oculus Quest tag and input tag.

So, it's confusing.

It also says HTC Vive and Rift. If that's the case why does it say Android?

Any update on this?

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Please make a Unity Editor Tool version of this. I think it'd sell very well on the Asset store since IIRC there isn't another Low-Poly tree generator on Unity Asset Store. Vegetation Studio and other shader makers(for animating vegetation. They have integration with Synty's Nature pack for example) will create integrations for this asset if you put it on the Store. Also the option to create low-poly trees inside Unity would be awesome.

Also, runtime generation of trees with some variation or randomness or uniqueness in Unity is an interesting idea to consider.

I'd like to know your opinion on this. Are you considering making a Unity Asset Store port? Or do you think it's not worth it? Or something else.

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Try running it with Wine. Might work on it. Not every WIndows software works on Linux and Mac with Wine, but a lot of them run just fine. Wine has been getting better and better, especially after Steam made their own fork of it called Proton.

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You can use the AppLab link given by dev, but for other games only on itch.io and SideQuest, SideQuest now has an android app which allows you to connect your Android phone with the Quest if you have the right cable.

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Here's an example screenshot of a 3d model to 2d spritesheet side-by-side the normal map spritesheet.

Does it have normal map Sprite Sheet generation along with rendered Sprite Sheet.

If not, it should have it.

Look at Dead Cells for example. I think they use Unlit shader to render sprites combined with normal map render of the same sprites.

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Have played the demo and I have to say that the lighting seems to be well done.

Played the game. Didn't have too big of a problem with the polygon style blood effects most of the time(it was a bit uncomfortable, but I could put up with it), but some times, there is too much blood and it's a bit more uncomfortable. I think this happens during headshots, but not sure.

I also recommend adding the Low Poly, and FPS tags.

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I have a phobia of blood. Hemophobia, it's called, I think.

Edit: Makes the doctors visit a lot harder. But it's an evolutionary survival mechanism according to evolutionary psychology, I guess.

Does the game have an option to turn the blood green or disable the gore. If not I hope you add the feature.
The game looks good with the Low-Poly style art, but there is too much gore in the gameplay video.

Any update? Am curious.

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  1. For enemies to shoot at, you want to look at third part AI assets. Making a crappy AI with limited time and resources would not be good use of a VR framework dev's time. Making sure your frameworks weapons support damaging and taking damage from third party asset AIs, however, IMHO is a good use of time. And VRIF already has damage integration with Emrald AI and Invector's FSM AI. So, BNG has that covered.
  2. Yep, I agree with the Melee combat system part. I think stabbing/puncturing should be implemented. As for Melee combat with AI, integrations for Melee interactions with third party AI like Invector FSM AI would be nice
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My bad, it seems I've been mistaking my Quest 1's low 72FPS refresh rate which causes me nausea as low FPS due to the game all along. My money's wasted on the damn thing. I can't play it because of the nausea. This doesn't happen with my 90FPS HTC Vive. I can play games perfectly fine on my Vive without nausea.

Moral of the story: Don't get a Quest 1 even if it's like 100$ or 50$.

Though I had to pay 650$ because of tax to get this junky Quest 1.

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Please add the Archery tag.

https://itch.io/games/tag-archery/tag-virtual-reality

A SteamVR version would be good too. Since VRIF supports OpenVR and SteamVR, it shouldn't be a problem.

Please add the tag "Oculus Quest".  Most Oculus Quest games on Itch.io have this tag.

https://itch.io/games/tag-oculus-quest