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TinyGoose Interactive

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A member registered Jul 25, 2016 · View creator page โ†’

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Glad you liked it! And I'm glad I got the mouse look right - I personally prefer mouselook to be a bit more sensitive so I had to go against my gut on that one!

I'd agree with that actually - the idea was to make it so the player kept moving rather than carefully walking around corners so that it ended up a more arcadey and fun experience. However I do think that 1) the player accelerates a little too slow as you say and 2) that the player decelerates too slow too (so you slide a lot!)

Thanks for the feedback though, it's very helpful ๐Ÿ˜ƒ!

Amazing! Thank you so much man ๐Ÿ˜€ Sorry about the volume levels - I made a lot of the game at about 2am and I had my PC volume set very low so as not to wake my gf ๐Ÿคฆโ€โ™‚๏ธ! Turns out the whole game is obnoxiously loud as a result ๐Ÿ˜

Hope y'all like it. It's 2am here in the UK and I've just put the finishing touches on the game. It's my first Godot game (I'm used to Unreal) so it's a bit ropey, and it's also my first game jam so I took the theme a bit literally too... but enjoy! ๐Ÿ˜

Hi sclin! Sorry for the massive delay but if you still wanted to play the game, it has now been updated to work with Oculus ๐Ÿ˜„

Awesome! That's probably as a result of changing the "tracking origin" for Oculus - I'll take a look when I've got a bit more time but I'm glad you're at least able to get in and play ๐Ÿ˜!

Hey Pieter! 

Sorry for the delay - been working on some other projects. I've made a test version just for you, to see if it works with Oculus (I don't have the hardware to test!). 

Let me know if it works and if so I'll update the main build!

Link: https://1drv.ms/u/s!AnxtFZSOzYUGltUG7aWoTU5G6wVMOw?e=TGJPdf

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Hey Pieter ๐Ÿ™‚

Unfortunately I don't have a Rift or a Rift S to test on, but I will try to set aside some time tomorrow to patch the game for you - I think I know roughly what needs tweaking for OculusVR to work properly ๐Ÿ˜

I'll let you know when it's ready ๐Ÿ˜€

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Huh. Did not know that! So sorry to hear you're having trouble but unfortunately right now I don't have time to fix this ๐Ÿ˜ž. 

However if you do want to play with Rift you can try using the following (hacky) workaround:

  1. Press ` (TILDE) key - it should be top left of your keyboard, next to 1 (although this can vary by keyboard layout) to enter Unreal's console
  2. Hold your Rift way up in the air, type vr.HeadTracking.ResetPosition into the console and press enter. This should bump the eye position up enough to be playable.

I realise it's not ideal but if you're keen to play the game it could work! And if it does, bear in mind you can use that same trick on any UE4 game which supports console commands.

Fair enough, I expected that as it's only an early demo (though it's really polished for an early demo!). I'd probably add an effect a bit like Ratchet & Clank or Crash Bandicoot where the pickup flies towards your heart meter with some special effects - but it's your game so do what fits best, heh :)

Looking forward to seeing your progress!

Amazing demo, shows some real promise! I especially like the water/wave effects and the pixel-based lighting solution you have in the cave areas - a very technically sound game!

My only criticism of it so far is that it's difficult to tell when you've picked up a health pickup - I thought my character was on his last legs but I somehow got almost full health back?

Regardless, I'll be backing this - let's make it happen!