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A jam submission

Shadow Dreams VRView game page

Will you Survive the Night?
Submitted by Infinita — 5 hours, 15 minutes before the deadline
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Shadow Dreams VR's itch.io page

Results

CriteriaRankScore*Raw Score
Halloween Spirit - Does it capture the spirit of Halloween?#14.0004.000
Aesthetics - Does the game look great?#24.2504.250
Sound Design - Was that bump in the night the perfect SFX?#23.5003.500
​​Enjoyment - ​How fun is the game overall?#33.2503.250
Overall#33.6003.600
Use of Theme - Was the theme incorporated well?#43.0003.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Developer

Thrilled to share that Shadow Dreams VR has been released as Spooky Dreams on the Meta Store. Thanks to those who have provided play-testing feedback and encouragement, please DM (on the Fist Full of Shrimp Discord channel) for a free key.

Developer

Hi everyone! Thanks for your feedback - it’s been incredibly helpful. Continued working on the game and decided to release it as a mini-game on the Meta Store, titled "Spooky Dreams" 🤞. Would love to credit those who provided feedback with play-testing credits, and eventually, a key as a thank-you!

If you've provided feedback and would like to be credited as a play-tester (and/or receive a key), please send a DM with the name you’d like displayed.

Not sure of the current Meta Store approval times, but fingers crossed it doesn't take long 🤞. Thanks again for all your encouragement and insightful feedback!

Submitted(+1)

This was actually good maybe the only thing that could be adjusted is the positioning. Everything else was great!

Submitted(+1)

The game looked great, and the Ui was spot on! I'm a mostly Static Sat down VR player, so total opposite of Toreador (as our past 2 Jams we discovered)

So I did struggle with the range of motion, Overall though really good job, I'll clear some room later and let kids have a bash! (Hopefully not against my walls :P)

Submitted(+1)

Fun! Had to reach at my feet the whole time, though, so maybe too low overall. Quality sound choices. Well scoped. Great job!

Host(+1)

Wow this is polished! Let's start with the Good!

  • Polished - Like I said before, this is incredibly polished. I think for a game jam, this is the right size game to have, as it allows you to also polish up everything in the end and it really shows here. 
  • UI Beauty - I'm a sucker for good UI and your game definitely has it. Everything is clear in terms of objectives, scores, health, and etc.  
  • Audio - Fun music, and fun sound FX. All of which are incredibly balanced. Nothing blew out my eardrums unexpectedly or stood out as odd. Everything fit!
  • Overall Look is Great - All your assets that you've used fit with each other and the entire look is great! It's polished on clean all the way through! I also loved the particles that would play when you collected a Gem.

Shrimple Notes To Consider. 

  • The Play Area is Big - The movement needed for this can be a bit much at times. I needed to clear out a decent sized space in order to move around properly in the game. When those spikes showed up, I didn't have enough room to dodge 🤣
  • Missing Presence - It was difficult to tell at times when my colliders where that represented me in the game. I know the controllers, but I'm assuming the character controller collider as well. If you don't have and visual representation for the body, you might want to stick with the colliders just being the controllers and the HMD. 
  • Balancing Difficulty - It didn't seem like there was any way to regain health once you've taken damage. It might have brought more balance to the game if the gems regained health and the skulls took it away. 

I loved this entry. Perfectly scoped and it's polished. It's a fully completed game within a week! What more could I ask for? Thank you for joining the jam and submitting this. It was a superb entry! 

Submitted(+1)

Incredibly well polished for a game jam imo. Agree with the prior feedback about a large range of motion being required. 

(+1)

Nice, simple game concept - but works a treat... REALLY nicely presented and clean art style - very polished!

I did find playing was a bit laborious, some of the objects felt too far to reach in time. It all felt too low too, it would've been good if they bounced up so they were closer to the eye-line.

As Toreador suggested, using hand would've been a good addition too (I know it's probably a time thing for the Jam) but perhaps a shield in one hand and a sucker gun for collecting gems might be cool. Just to add more variation to it.

Overall, very well presented game and really cool idea - I enjoyed playing it!

(+1)

gives off early vr games I love it maybe, mixing it up with different directions would enhance the experience? well done and good luck with the ratings.

Submitted(+1)

I'm a pretty active VR player, defaulting to standing, but was surprised that the widest points to lunge were quite far.

All in all, the game played very smoothly, with nice details to the presentation.  I would have liked something to do with my hands, and found the score fixed to my POV both distracting and diminishing of the overall effect.  With such a wide lateral movement required to meet (or dodge) all 4 lanes, an in game warning might be useful in the future?

Great Halloween decor, too!  Nice job!

(+1)

Thanks for your feedback!

I see what you mean about the score - I moved it from the wall to its current position to gather feedback. Now that you've mentioned it, I’ve realized it doesn’t look that great in videos either! I’ll move it back to the wall ... thanks for pointing that out.

Regarding the width of the gameplay area, besides adding a warning, do you think it should be reduced as well?

I’m also curious to hear your thoughts on what kind of hand interactions you think would enhance the experience.

Thanks again for your feedback! 👍

Submitted (2 edits) (+1)

The most direct comparisons to your gameplay loop would seem to be both Beat Saber and Pistol Whip, right?  VR endless runner?  Rather than you moving forward, the world (or in your case, the enemies/objects) comes at you?

I would take a page from their constraints when it comes to lateral movement as a player mechanic, where you can dodge almost everything if you lean far enough in any direction.  That would require resizing your level, though, and that might prove too compressed to differentiate the 4 lanes of approach you're working with... 

Considering player movement was your core mechanic, what would you consider your secondary mechanic?  That's all I guess I was missing, as VR feels better with both head AND hands as input, whatever it may be.  To avoid the obvious of slicing and shooting, maybe you could 'cast spells'/remote grab to re-arrange the approaching objects?

Very polished, regardless.  Cheers!