I’m pretty sure all the uncredited stuff is from incompetech.com.
Recent community posts
Make sure you’re running a legitimate version of the game through Steam, and that you have configured your OpenXR loader. For Quest 2 via Link that means you need to configure Oculus as your OpenXR loader, and for Virtual Dekstop you set SteamVR as your OpenXR loader.
Not right now. This is an artifact of how I’m projecting the UI, it causes some screens to be bigger, some to be smaller, some to just be all broken. Hopefully I’ll fix this in a future update.
There’s a good chance this is because you don’t have your your OpenXR loader set correctly. You need to go into the SteamVR / Oculus / WMR settings and set them as your OpenXR runtime. Note that if you want to use a Quest with Virtual Desktop, you need SteamVR as your OpenXR runtime. But if you want to use Quest with official Link or Air Link, you need Oculus as your OpenXR Runtime.
Some people say you might need to run the game once on flat mode. I need to look into this problem. Also, make sure you have SteamVR selected as your default OpenXR runtime if you’re using Virtual Desktop.
Gotta take the chance to self promote: https://raicuparta.itch.io/single-monolone
There was one platformer where you can only jump once per screen and I found it good. Can't seem find it again. Any way to find games where I left a comment?
Love the clean look. And cool how you did the animations with only CSS.
Looking at the code, seems like the refresh rate depends on how often the browser is able to call the onmousemove callback, which might not be enough. If I move the mouse fast enough, I can go through the needle without registering a win or a loss.
Usually for this kind of thing you'd use interpolation: every update, draw a line between the previous mouse position and the current one, and check if the line intersects the needle threading area.
Probably nothing new for you, totally understandable if you just wanna keep it simple.