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GRAVITY PUNCH! (A VKO Mini-Game)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment - How much you enjoyed playing this game. | #1 | 4.500 | 4.500 |
Presentation - How well executed this game is. | #2 | 4.000 | 4.000 |
Overall | #2 | 4.000 | 4.000 |
Concept - How interesting or unique this game is. | #4 | 3.500 | 3.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What assets did you use in this project?
Final IK, Puppetmaster, Emerald AI 2024, ECS Animation Baking
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Comments
Looks great! The graphics, the character animation and sounds are top notch. Great boxing ring simulation and
Unfortunately I had the glove issue like the others, they were the wrong way around too. If in doubt, and the player's height isn't at a certain level, then I'd suggest literally asking the player to stand up in the game at that point to avoid any confusion.
I did find that I could easily 'game it' though and win every time, simply by holding up one arm, while repeatedly tapping quickly at the opponents face in between his gloves. Perhaps decreasing the amount of damage applied for the same repeated moves in quick succession may solve that.
Overall, a fun experience. The character is great and you've captured the boxing genre really well :)
I think this requires PCVR to play, which I don't have the hardware for. Otherwise I would have tried it.
I had the same problem with the gloves when sitting. It seemed to fix itself when I stood up. I managed to get two knockouts.
It appears that we are diametrically opposed in our playstances, as my only major concerns with your game was about defaulting to a seated position as a standing player! Yes, the calibrator is designed to work after the headset reaches a certain height, which is what you discovered upon standing. Thank you for playing!
I played on Quest 3 in sitting position with a stationary boundary. The rotation of my gloves was wrong, and it didn't calibrate to my height. I only managed to get one gravity-defying uppercut. Maybe because I was seated, don't know. I only managed to hit my controller on my furniture really bad once. I think it would be worthwhile to allow snap and/or smooth rotation as well, because when playing stationary, you can't safely turn around at all. There's a lot to like in this! Nice looking crowd, too, lol.
It never occurred to me that someone would try to play such an active game from a seated position, as most punching starts with the hips, especially the big goofy swings that this game encourages. It's a healthy reminder of different playstyles, including the suggestion about stick-based turning. (The calibrator would have worked if you had stood up, as it waits to rise above a certain altitude to do so.) Thank you for playing!
You could certainly specify that standing play is required and have checks for that. I tend to get super sick when I do standing VR, especially with smooth turning and smooth locomotion. But I love VR, so I do what I can, and that means stationary seated play with snap turning. As long as I'm seated and the framerate is consistently high, smooth locomotion is fine. I think your game could be played seated though, without too much modification, just a setting for height calibration probably, and maybe allow a crouch with a button or pulling back on the right thumbstick like in Bonelab (and my entry).