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Live Open Mike

15
Posts
A member registered Mar 24, 2022 · View creator page →

Recent community posts

Interesting, this one. The day/night cycle felt REALLY aggressive, but I think that was the point, to generate a sense of urgency to get supplies and preparations done quickly. 

I sadly have to echo the sentiments of the others with being confused as to what to do. I understand the time constraints of the jam and scope creep perhaps getting the better of you. Heck it happened to me and in trying to add more features, I broke my game and couldn't fix it in time to submit. 

A hard lesson I'll keep in mind for the next game. 

Okay, this was CLASS. The dry humor with the robot wrecking the space. I put my fire on my bed just for the laughs. The environment description was super clean, the lighting work was incredible (very smart to have the player place the light manually), and overall, it's just a good time and a great demonstration for the fun MR can bring that's not possible in a full VR game. 

Great stuff. Definitely worth a full release.

I was hoping for some form of stick turning as I was recording with a green screen and could not natural turn, so had to play it offline. 

When I did play it, I should preface this with the fact that I SUCK at this movement system. So I struggled to get into the gameplay, but that's more a skill issue than anything you do. lol 

It did lead to a big feeling of success when I actually wrecked camp though. I won't tell you how many attempts it took me. It's embarassing. 

Not my preferred style of movement, but well done nonetheless.

You'll need to remove any other installed games that have com.unity.... filename to install this one. I bumped into the same issue.

First off, thank you for very clearly explaining what the player is supposed to do. It seems simple, but several other games in this jam did NOT do that and the experience was worse. 

I felt like the logs could use more grab points. They were very difficult to pick up and whatever component/collider was used around them forcing me into the air if I got too close was disorienting. Grabbing is something big VR studios can struggle with, so I get it. Just wanted to offer the feedback. 

The timed aspect was nice to add a bit of tension, though you were quite generous with the time! Also would like some more ambiant sound other than the fire crackling. Birds, crickets, etc. Scene layout was nice and clean. Overall, this was a fine job! I believe this was your first jam and hope to see you in more down the line.

As a borderline Gen Xer, I grew up on Oregon Trail, so you had me at hello. I realize you ran out of time and couldn't do everything you wanted with this, but the amount of work already put in (in three weeks!) is wildly impressive. Could definitely tell that the township visits and the weapons at the starting point were meant to be something more. I still had a good time with this though! The only thing missing was someone dying of dysentary.  lol

In terms of feedback, I did feel like the events fired pretty often, but the trail was short, so I would imagine in a full game, they would be spread out more. I'd also changing the idle stance of the people in the cabin away from the fighting stance. That was hilarious, but didn't fit.

Overall, for what you were able to accomplish, great job! 

Played the fixed version on my live stream. I got a little confused as to why the stick was there if I couldn't put the marshmallow on it.  Maybe load the scene with the marshmallow already on sticks? And yeah, the marshmallows all cooking at the same time was humorous, but surely not intended. 

I did appreciate the marshmallows respawning if knocked off the bench. That's a good quality of life feature. VR needs more chill experiences, so if you flesh this out (make full smores, etc.) this could be something pretty cool!

This was my favorite game in the jam so far (I have 5 left to go). If you were going to release this as a demo, I would suggest reducing how far the story gets and do some basic character posing/blocking intermittently in each scene. Something as simple as Rinako crouching over the creature (or holding it) would've gone a long way. Love the artstyle and I would love to see more of the story.

I could not restart the game and died in two minutes. The chair, fire, and tent all stacked when placed and the tent was trapped on my head and moved with me. Chaotic and not a good way. 

This... needs some work. You want to add some sort of visual indicator, like a red flash, when I get hit by a zombie. Also would appreciate a manual reload. Other than that, it's a zombie wave shooter in VR. As a prototype, it's a good project to learn the specifics of Unity, but... maybe wouldn't pursue as a full game.

I got 4 puzzles in a row that could be won by sticking to the left wall. It's a good physics demonstration at the very least, if not overly challenging.

Same as dobsy, but the game never loaded for me. I got sound, then it switches songs and crashed. Tried it 4 times. :(

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It got a bit long in the tooth towards the end, and I was CRUSHED when Dorian (my favorite character) bailed. Ending came out of nowhere and is a great, funny way to end it.

Couldn't figure out the RNG, but dang nabbit I wanted to keep trying. Played this on my livestream and had chat trying to figure out the proper configurations too. A really interesting concept.

Fairly limited concept, but it does exactly what it sets out to do. I was... not brave enough for manual trustfall. lol