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(+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! 👍

(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!