Really polished and the presentation is top notch!
Not gonna talk about how awful my aiming skills are though...
Great work!
Criteria | Rank | Score* | Raw Score |
Enjoyment - How much you enjoyed playing this game. | #4 | 3.865 | 3.865 |
Presentation - How well executed the game is. | #9 | 4.027 | 4.027 |
Overall | #11 | 3.716 | 3.716 |
Concept - How interesting or unique the game is. | #24 | 3.595 | 3.595 |
Use of Theme - How well the game incorporated the given theme. | #26 | 3.378 | 3.378 |
Ranked from 37 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?
Everything was made by me except:
- Mixamo Animations
- Music by "YT Jam Tracks"
- Gun models by "Synty"
Really polished and the presentation is top notch!
Not gonna talk about how awful my aiming skills are though...
Great work!
Awesome idea and well executed! Only had some trouble aiming. Tried aiming from different eyes and/or from hip but still couldn't aim predictably. But hey made it more challenging :D
Absolutely amazing!!! Incredibly fun, pretty visuals, very cool levels, satisfying to play and challenging to master. Great job, this is a sick VR game and the experience is fantastic.
Sometimes I had difficulties teleporting to a given plance, a "lock on" system or some aim assist for that would've been helpful for that maybe? I also wasn't too sure why the slomo was triggering sometimes (I think being close to dead?) or how to best dodge bullets; buy yeah this game had me incredibly engaged and entertained for a while, and I even got a gold medal (in the tutorial level but it still counts, it took me several tries hahaha)
My congrats, it's just awesome in many ways
Thank you for the very kind words. A teleport lock on system is actually a great idea! Yes so when the player reaches 30 percent health the slow motion will trigger. I'm glad you were entertained and had the time to give my game a go and thank you so much for the valuable feedback. It means a lot! :)
I really enjoied the game, even if on Oculus Quest 1 have a little bit of frame rate problems. I liked a lot the fact you need to swap character and take control of the nemy body to gain life and weapon, i think is really a good use of the theme. In other hand is not really easy to aim at enemy, the weapon muzzle flash cover the visual a bit.
The slow motion system is good but also slow down the gameplay a bit.
Overall is definitely a good game!
10 out of 10.
Really fun, unique, excellent graphics and animations, perfect use of the theme.
And of course slooow-mooo-tion
Beautiful visuals and stunning interactions! Randomly it was hard to use the teleport mechanic (almost like there was a "cooldown" on it after I shot too many times). Overall incredible work though.
If you have a chance this week to try my game out, I would love any and all feedback to improve gameplay!
Thank you so much! Yes the teleport interaction isn't my favourite either the way it's handled is a bit strange in xr tool kit, I unfortunately couldn't set it up to just use a button input or make the joystick more responsive. Thank you so much for this feedback it really helps.
And don't you worry I'm making it my mission to get through as many projects as possible, I will get to yours before the voting period is over :)
The left hand is the intended teleport hand, I've got a few clues as to why it's not consistent but what I really need to do is get it to work as just a button interaction. For some reason the template package provided has the teleport mapped to the joystick and wont trigger unless the joystick value is being changed. When I tried to change the input manager to accept a button input it would not teleport the player unless the joystick was being moved. This is an issue I truely wish I could've fixed before the end of the jam but was unsuccessful and decided to focus more on other gameplay elements. If you have any suggestions for me to try I'd truely appreciate it. Thank you :)
Art and sound design are fantastic! The level design too feels so fluid and flowing. The enemies do feel a bit bullet-spongey but that's just a small critique among a great final product.
Thank you so much! Hearing that the sound design is fantastic means a lot to me, as that's usually my weakest area in game development due to being deaf in one ear, I'm extremely happy to hear that! Thanks for the feedback on the enemies I actually had them at more hp during the early parts of development so I'm even more glad now that I lowered the hp. Thanks for all the feedback it means a lot.
Thank you! I'm so happy to hear that you really enjoyed it! It means a lot to hear that you could see it as a steam release, I currently have no plans for further releases, but that can always change. The slow-motion definitely made the game much easier but I love slow-motion and vr too much aha, finding ways to design this to not be repetitive and still keep the challenge will be tough. Thank you so much for this valuable feedback, it'll go a long way if I decide to continute development on this game. Once again thank you so much, it means a lot!
Very cool made !
The design is spot on and clean.
I found the slow-motion a bit annoying (not sure what caused it) and I really wished for some more weapons.
Nonetheless had a great time, well done !
Maybe add neon lights to the gun for aim assist but overall that is f*cking amazing really felt like the Terminator with dual wielding MP7.
Amazing game! I played to the end and was amazed how smooth it works. Loved the aesthetics and the gameflow it provides, some tactical decisions are quite vital imo. A bigger tp area would have help in some situations but, overall its fantastic :)
Loved everything except the joystick to teleport. It seemed to be inconsistent and was hard to get into a flow. Everything else is tight and very satisfying! Wonderful game, great use of the theme too.
I couldn't fire the guns, but trigger works for UI. Am I missing something?
We had a similar problem with grip triggers. Adding all the interaction profiles (even unrelated ones) in the XR management settings seemed to fix it.
You might also need to set an input binding in your input action map. Sometimes the generic XRController input bindings don't work for specific controllers.
If it still doesn't work it's no biggie, most people are using a Quest 2 anyway.
So I think because the valve index doesn't have an input map for "Trigger Button" only "Trigger Pressed" so when you set "Generic XR Trigger button" the index controllers won't read it. So I've just added "Valve Index Trigger Pressed" to the input bindings. It's uploading now the build should be named "Welcome to the Simulation - Valve Index Fix". No rush of course to check it but please let me know if it fixes the problem, and we can also let anyone else know who may be experiencing the same problems.
Oh that makes sense- if you use the Button action type then there's no convenient discretisation of the triggers. The action type has to be set to Value + Analog. The triggerPressed binding is for the clicky button at the end of the trigger stroke.
I tried the fix and it's playable on index now, although both guns fire when the right trigger is pressed.
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