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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!

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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).