Congrats on winning 4th Place in the Reality++ Game Jam 2025! You did not give us an email to reach out to you about claiming your prize. please respond with your full discord name here so I can message you about prize info. According to our official rules, you have 72 hours to respond, if you don't , then your prize will be forfeited.
Plus2Studios
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Hey everyone!
With the judging period ending in roughly 5 hours, we will be announcing the winners of this year's jam on our live stream at 5:15pm MDT! There are 5 prizes to be won: 1st, 2nd, 3rd, and 4th, which is 80% our score and 20% community voting and the Community Winner which is 100% community vote! So, if you haven't rated any games, please do so - your vote matters!
We hope to see you at the live stream and sorry for the late notice!
What headset do you have? Is it a Quest headset?
.apk files are android files, or standalone Quest files. You'll need to create a Meta Developer account and use Meta Quest Link and Meta Quest Developer Hub to upload .apk files to your Quest Headset. You can also use https://sidequestvr.com/ to install them on your headset (which is slightly easier than going through the hassle of creating a meta account). But again, they are for Quest only.
We're going to live stream us playing everyone's game this Thursday, September 11th at 5pm MTN. You can watch the stream here: https://www.youtube.com/@Plus2StudiosLLC
The stream vod will be on our YouTube channel so you can watch us later if you can't catch us live.
If you follow this link when signed into your account, you should be able to submit your game that way others can look at it and you can give/receive feedback! https://itch.io/jam/408418/add-game/3873422/4774522?token=qepo3BHA44nHi5ZUtfNnl1...
As a reminder, even though you're in the jam officially, we can't give you any prizes due to missing the submission deadline.
If you want to use UE 4.27 and meta, then I suggest you use this branch: https://github.com/uno1982/UnrealEngine/tree/4.27-plus-meta there's been a lot of improvements made to it to help smooth things out. It also contains setup instructions which should hopefully resolve any issues you're seeing. The person who helped author that branch has a discord where you could get some specific help if needed: https://discord.gg/a9RTgQtCqn
I don't know how much this will matter, but if you're looking to package for Quest, the way we've always done it is the through the Package option instead of the launch option. So, File->PackageProject->Android->Android(ASTC). Then take the .apk it gives you (Make sure in ProjectSettings->Platforms->Android that Package game data inside .apk? is true) and put that .apk directly on your headset via Meta Quest Developer Hub.
if you want to play test via UE, just make sure the Quest is set as your OpenXR default (done via Meta Quest Link->Settings->General) and that you have developer mode enabled (Meta Quest Link->Settings->Beta). Doing that, should allow you to utilzie VR Preview in the UE editor.
I hope this helps! Feel free to reach out again here or on Discord(s) if you're still having a hard time!
We'll be announcing the theme live here: https://www.twitch.tv/plus2studios and then posting it shortly on the jam page afterwards!
In short, no. The number of assets not created by you or created outside the jam window do not impact the rating.
We're going to do our best to judge each submission based off what was created during the submission period in an attempt to keep everything fair. We've been doing this long enough that we have a pretty good idea of what's capable to make in a week's worth of time. But listing what was created prior to the jam/not by you helps remove the guess work on our side. So, if you create a game with 100+ listed model assets from an art pack that you purchased, then we'll adjust the visual category to judge you more on how you put all those assets together (e.g., the composition of it all, the lighting, how they enhanced the mechanics of your game, etc.) Rather than the models themselves.
The project does not have to be publicly accessible. We'll only be judging your submission. E.g., the .exe/.apk that you upload to itch.
Listing them on your game's itch page is sufficient (see here for an example: https://plus2studios.itch.io/harolds-harrowing-heroics).
If that doesn't answer all of your questions, feel free to ask for more clarification!
Of course! I tried to hit all of the VR games since we submitted a VR game ourselves.
I'm worried that the Quest 2, at least stand alone, will not be able to run your game. It's hardware specs are in line with that of a 1070. But I saw you released a stand alone build, so maybe you toned down the graphics for it, or had better luck than I'm imaging. Either way - best of luck!
I doubled checked, the submission only requires a development build for iOS submissions. All other hardware types can be shipping builds. iOS needs to be development so it can be run by other people without issues (Apple/App store stuff). So in the future you can do shipping builds to hide those pesky messages :)
Totally get the time frame thing - gotta hit the important stuff first and then just submit with what you have to get something in! If you haven't already, I highly recommend checking out the VR Expansion Plugin (https://vreue4.com/). It's very helpful and off the bat solves the issue you're having.
Considering you were a solo dev for this - very well done getting everything you have in there in the first place! I wish you luck with the rest of your game!
Hello! I played on Vive headset with Index Controllers on a 1070 GPU.
When I first launched the game, I got some warnings/errors about default constructors - you're probably referencing an object that has not been created yet in one of your constructor scripts. (Just a heads up). I also saw, what I think was fluid ninja errors - they disappeared quickly, so, unsure on that. Also saw a Texture Streaming error, which means you didn't allocating enough memory for your virtual textures (look up r.TextureStreaming).
Unfortunately, my frame rate made this game unplayable for me. SteamVR wants my frame rate to be at or below 11ms. Your game's frame rate was anywhere between 60ms - 100ms. So I could never quite tell what was going on. It also appeared that I was third person? Which was very disorientating. I believe this to be because the headset was not connected to the player character. So if I move left in real life, the game character does not - though they should.
However, from what I could see, the game was pretty and definitely unique for a VR game, so nice work there! I think if you want to continue this game, your main focus should be on increasing its FPS so more people can play.
Overall, good job making something for this jam - it's not easy!
Hello! I played on Vive headset with Index Controllers on a 1070 GPU.
I only played the VR version of this game and unfortunately, it was unplayable. The target frame time according to my SteamVR is 11ms. Your game was constantly hitting 80ms. I could not play your game the frame rate was so bad. Since this is a PC game as well, I get the feeling you created it for PC and then just added VR at the last minute, which, isn't a bad idea, but it feels like you didn't plan around VR hardware limitations.
The idea you have for this game is pretty funny though and a good little riff on society, so I enjoyed that part of. Wish I could have played it in VR.
Hello! I played on Vive headset with Index Controllers on a 1070 GPU.
The idea is very cool - nice match of the theme and a neat little puzzle game. My computer really struggled with the frame rate though, which did make it hard to play. SteamVR was showing anywhere between 22ms to 34ms (so, all red). The target my computer wanted to hit was 11ms. We struggled with performance on our game and didn't find out until after the jam that we had anti-aliasing turned on. It looked like you had it turned off, but something to double check if you want to try to increase performance - lighting also might of played a factor in the performance, hard to say!
I played until the kitchen level but then had to stop due to a headache forming (cause framerate and smooth locomotion).
Fun fact - we're also utilizing the VR Expansion Plugin! I noticed I could only grab with my left hand in your game, I don't know if that was intentional or not, but just wanted to let you know.
Overall, neat little game! Very well done.
Hello! I played on Vive headset with Index Controllers on a 1070 GPU.
I see you matched the theme by stating that trash (above) ends up in oceans (below). Neat little interpretation.
When playing, I noticed you submitted a non-shipping build (it tells me lighting needs to be rebuilt). I also noticed that I had terrible frame rates - steam graph was in the 40ms and it wanted to be around the 11ms mark. This made playing the game hard and a little nauseating.
However, the concept is cool and the environment was pretty! I think if added a tutorial, a better 'end game' option (e.g, more than just pick up 20 pieces of trash), and fixed the performance, that this could be a fun little VR game to explore the ocean in!
Overall, good job making a VR game in such a short amount of time - it's not easy!
Hello! I played your game using a Vive headset and Index controllers.
I don't play a lot of VR shooters, so... Maybe I just suck at aiming, but it was very hard to shoot the bad guys, so, I died.. a lot. And didn't make it very far at all. I also struggling with reloading, I wasn't able to do it nearly as smoothly as you did in your game play video, but I was able to reload - so nice work on that mechanic!
I believe you tried to fit the theme by shooting people below (ground level) and above (rooftops), which is a decent take on it!
Overall, for how long we had to make these games - nice work!
Neat little tower defense game! I like how what you could put out was randomized to help better match the theme. I think the only thing 'missing' so to speak is a tutorial of the different 'towers'. But doing a tutorial in a 48 hour game jam is rough and your game is pretty easy to learn on the fly.
Overall, nicely done! Would play more than once :)
Thank you!
Yeah... The AI is pretty dumb, but, I guess that's bound to happen in a game jam like this. It's one of the many things we're looking at improving! Fun fact - they don't go through door frames because the doors themselves prevented the generation of the Nav Mesh there, essentially making the enemies believe there was no viable path the player unless the player fought in the room in which the gobbos spawned. We didn't realize this until after the game was uploaded, but even if we had fixed it, the AI still would've been pretty dumb.
We're also going to be looking into how to do voice lines better! Currently we just set them up to play randomly after X amount of time has past. Getting them to specifically trigger on certain events (e.g., player is near gobbo, so they say that line), is something we hope to fix in future releases!
Thank you for your feedback and for playing our game! We really appreciate it!






