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yeah i don't think the aiming thing is a you issue. i have some trouble with that as well, the default physics of the steamvr framework don't seem very conducive to precise throwing like that (i basically just used their default "throwable" template), but it worked well enough that i didn't see it as a huge issue for the time being. if i update this i'd probably want to write some more in depth physics for the bowling ball, but that was beyond the scope of i what i was willing to do for this initial version. (also i'd probably want to get away from the steamvr limitation in general, having a native rift version without the overhead would be nice for me, being a fellow quest 2 user)

and for the throwing in other lane thing, yeah there's really no reason for it to detect that because it doesn't really make sense to get a score for the other lanes when you're locked in to the one lane. maybe i could let the player choose which lane they want to play in for a future update. the way the code is written, there's only one set of pins that can control the scoring, but that wouldn't be too hard to rewrite hopefully.

thanks for playing the game! it's nice to have some honest constructive feedback.