Just did a short run last night on my Quest. The simplified gameplay is very welcome. Focus on the fun parts. Great job! I actually did some melee fighting when my guns ran out of energy which I always really avoided before and it's pretty satisfying (though I wish I could make a fist to punch with rather than arming the guns).
I'm looking forward to seeing some tutorials though because I'm still a bit confused by the energy points.
To make a fist, hold grab first, don't press trigger. The game does not check that - but maybe I should change it, so if you use your fists, you do more damage. BTW killing an enemy with melee gives you some energy for weapons.
By "energy points" do you mean just energy management or how to get energy?
Things are going to be explained in the game but not yet - as some of them may still change - and right now I want to focus on finishing the gameplay loop and then iterate.
Holding grab without the trigger I thought makes you extend your index finger? I'll play with it.
re: energy management there were some points in the middle of the level where big white arrows and the energy symbol appeared on the wall and I couldn't figure out how to interact with it at all. I assumed it allows me to exchange the energy between my health/weapons etc. I think there's a similar thing when picking EXMs at the beginning of the run but again I haven't figured it out fully. Part of that may just be that I haven't given it enough time. I totally understand not wanting to make a bunch of tuts while it's still being developed.
If you straighten your index finger then yes, if you hold it close, you make a fist
Those big white arrows mean that you moved between "cells" on the map. Initially I wanted to display coordinates as well which would make it clearer but they didn't look good. They are just an information.
Device to exchange weapon is indicated by two arrows (blue and red). Upgrade machine looks like three yellow "i"s. The map is never explained at the moment but will be.
ok I figured out the fist thing. I guess just my natural response when going to hit someone is to squeeze the controller pressing the trigger all the way down which arms the guns. For myself I'd make it so that the guns are only deployed if the grip buttons are still held when the trigger is released. So squeeze everything: fist. Hold grip & release trigger: arm guns. Release everything open hand.
Also I ran into a minor bug where I was in the bottom of a U-shaped corridor under some heavy attack. I put my back to the wall and was just firing at the bots coming through both doors. I cleared them out and waited a second to see if any more would come when suddenly an enemy spawned behind my back! It was exciting, but a bit immersion breaking to have it come from nowhere.
Thanks for the help and explanations!
It actually shouldn't happen, spawning behind back as right when an enemy is to be placed, the game checks if the room is visible or not. I will be modifying spawning again as I want to have more directed experience. Currently it is a bit wave based but really random.
As for fists, pressing grip and putting thumb on the controller should be enough to make a fist.
I want to avoid situations in which same controls do different things. And have it as simple as it is. Holding grip is also used to grab objects and makes the whole thing context dependent. It is impossible to avoid such situations but having as little as possible should help. Although I wonder if grip only deploy/holster could work better with fast reload EXM. Worth trying out.