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Lasting Solo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation - How well executed this game is. | #3 | 3.000 | 3.000 |
Theme - How well did this game stick to the theme of the jam? | #4 | 2.800 | 2.800 |
Concept - How interesting or unique this game is. | #6 | 2.400 | 2.400 |
Enjoyment - How much you enjoyed playing this game. | #7 | 2.400 | 2.400 |
Overall | #7 | 2.650 | 2.650 |
Ranked from 5 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?
spawn.ogg by pepingrillin -- https://freesound.org/s/252083/ -- License: Creative Commons 0
attack-hits.mp3 by JPhilipp -- https://freesound.org/s/119061/ -- License: Attribution 4.0
Dungeon Ambiance by phlair -- https://freesound.org/s/388340/ -- License: Attribution 3.0
AllSky Free - 10 Sky/Skybox Set by rpgwhitelock -- AllSky Free - 10 Sky / Skybox Set | 2D Sky | Unity Asset Store
Knight Warrior Mecanim Animation Pack by Explosive -- Knight Warrior Mecanim Animation Pack | 3D Animations | Unity Asset Store
Free - Low Poly Swords - RPG Weapons by Blink -- FREE - Low Poly Swords - RPG Weapons | 3D Weapons | Unity Asset Store
Stylized Hand Painted Dungeon (Free) bt L2S ARTS -- Stylized Hand Painted Dungeon (Free) | 3D Environments | Unity Asset Store
XR Interaction Toolkit by Unity --
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Comments
The environment looked great and hit just the right amount of atmosphere. Felt like it needed a few more things in there though to add more detail perhaps...
The swords unfortunately were uncontrollable. I'd pick them up and they'd face completely the wrong way, then would rotate in a really weird way. No matter how I moved them around, I couldn't get them to point outwards to hit the enemies. Which, kinda broke the whole gameplay side for me. Also, the movement speed was insanely slow - I know it's to reduce sickness etc... but it was so slow that it seemed like there was no point in having movement at all given that speed.
However, I still carried on can pretended the swords were ok and that the movement was faster to then gauge the rest of the game. The enemies were cool actually, and the music was s a great addition. The overall look did gel together nicely - but ultimately, the swords and movement just spoilt the experience in the end.
I was playing on a Quest 3 if that helps debug anything. The swords was the main game breaking thing, not sure what you're doing code-wise, but couldn't you just attach them as a child of the controller transform given a transform parent on the sword itself as the offset?
All-in-all - great visuals, good concept, shame about the swords.
I found the swords a bit difficult to control and I wasn't sure how to fight the knights (my hits wouldn't land). The atmosphere was cool, I liked the tension-creating music in the background.
Thank you! I will definitely fix those problems so those aspects are better in future games and Jams. The combat seems to be a common issue 😅 gotta work on that it took up a lot of time and took a lot of time away from me trying to polish. Can’t wait to give your game a try.
I was not able to parry anything and eventually rage quit because the walk speed was so slow and I had to walk to the center every time I died. I died in one hit, was never shown how to parry and there was no sound or visuals to indicate whether one was even possible. Teleport seemed to be in there but nothing was set to be teleportable. The vignette while walking also was unpleasant and couldn't be turned off. I did like the vibe of the dungeon, you had something going there. I'd like to see a recording of you playing it properly so I could see what work you put into it and see what I was missing.
Soon as I get home I’ll add a video. It’s just a swing at their weapon before theirs hit you or taking them out before they reach you. It was easy for me to play and what I was most worried about was the direction of enemies, however I mad the game, lol. After your input it does put things in prospective. The idea was it was a trap system so that you aren’t too close to one portal and die to quick. I’ll update speed and add in teleportation and the menu option for vignette. Thank you for the input hopefully I can make these things better and for the next Jam make sure this qualities aren’t missed out on due to time constraints. Can’t wait to try your game.