Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Interesting, I would have thought that the Index controllers would be particularly good at grabbing and throwing, but I guess the dev needs to account for them in a more elaborate way than just binding a button. I'm thinking about getting some Index controllers soon, so I might be able to test it out then and see what can be improved (but definitely after the rating period).

Regarding the scroll, there seems to be a bug when you pick up the scrolls with your hands instead of throwing the orb at them. The first scroll should give you an ability where you can view the world from the orb's perspective to spy around corners.

Regarding the spinning blades, you can already kill the enemies in one hit by setting the orb on fire (by throwing it into a torch or a fireplace), though not all enemies have sources of fire nearby. We would definitely like more combat options though, e.g. being able to use the orb like a grenade by triggering an explosion after throwing it (which would also make the sticky upgrade more useful).

Again, thanks for the detailed feedback, I'll check out your game in a bit!

(+1)

Cool ideas. Yeah I mean I went from the Vive to the Index and one big noticeable difference is how often I dislike the control schemes in most games for grabbing. The issue is if you have your grip point to grab too high you might accidentally grab things, but you also have to think about releasing them to throw them, if you have it set too high when releasing you will find that you often don't release objects when it "feels" like you should have. Likewise, sometimes games have too much grip necessary to just hold them. That's why it's nice with the Vive wands, you just have a toggle or whatever. I played SuperHot with vive wands when it first came out and it had what I felt like was an excellent control scheme, hold the grip to grab, release to throw. It felt very natural but after about 30 minutes of playing my tendons were aching lol. They soon fixed it by changing the bindings to grab and throw which I didn't feel were as good but grew to love since they didn't cause pain. Even our game has the issue I felt, where you have to grip pretty hard to keep holding the wand. I feel it in games like AZ sunshine, I don't know if I've found a game that's nailed it. When the "grab" isn't just a button but a fluid value that changes it becomes hard to figure out exactly when something is held, or thrown. I'm sure someone is getting it right, maybe Super Hot, I can't remember right now.