Very mesmerizing. So smooth and infinite. Great stuff.
Recent community posts
- I didn't finish my game either, but the vertex limit still felt a bit high. I'd go for 512 as well.
- Maybe add 8 hours to the start each jam, so the "optimal" jam time rotates around the world!
- Themes! Google poll for themes and reveal maybe through the poll itself (if possible) or your own site.
One jam a month keeps the doctor awayth. Or something.
Probably not a surprise after the Day 1 update, but I'm not finishing this game. Over scoped the game quite a bit, and spent way too much time tweaking little things and tools. Made a whole room system, which I ended up replacing with something a lot more simple, which then I proceeded to remove because it was just easier to make everything by hand. Sometimes that happens. It was fun while it lasted.
Oh, and if there's something to be learnt from this: don't make a content-focused game in a short jam. Stick to interesting mechanics.
Greetings,devlog lurkers! I'm here to tell you about an imaginary game I'm supposedly finishing in the next two days. It'll be both roomscale VR and keyboard/mouse compatible.
The general idea: An atmospheric (horror?) game where you walk through a spooky deserted office/apartment building. Puzzle solving and low-key story telling are in my intentions, but we shall see what actually comes out.
Footnote about "horror": even if it will be spooky and scary (as promised in the title), I won't be adding jumpscares or such. Just spookiness.
A very spooky edit footnote thing: I'm making the game in UE4, models in Blender and sounds with my Vive's microphone and Audacity.