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Yeah, that's definitely something I needed to make clearer, even if only in the itch page description. Technically it should make no difference to the game balance but in practice being able to line up your shots precisely and avoid unnecessary moves that just give the enemies free attacks is likely to make a big difference in the player's favour.

Even knowing about those things it requires pretty careful play and healing management to make it to the end, so I've accepted that most if not all players won't see the whole thing (let alone the secrets). I've thought about recording a video playthrough, but as always time is a limitation (that, and figuring out how to record good video in VR is really hard).

Thanks for playing, and best of luck if you have another go at it!

(+1)

I gave it another try today and playing it as a turn based game made a huge difference. I progressed much further even on first try. It's only when I got swarmed by the flying droney things that things got really challenging. I'm not sure how to successfully escape that since it's not possible to run away from an enemy unless you manage to reach a door. Would be nice if you could have an evasive action option. Maybe like a double jump.

The small targeting displays on the guns are a really cool idea. I find myself looking more on that than on what I'm shooting at ahead of me. The guns seem to be attached to your hands at an angle which results in a high aim if I hold my arm straight. I need to lower my arm and look downward to put targets in the crosshair. On the topic of guns it would be nice if the guns locked into position without having to hold button as I often dropped the guns by mistake. These are all tiny issues and easily remedied.

Really unique enemies once again, and the level design and environment is beautiful. Nice detail outside with the high altitude over the edge. That's always a nice effect in VR :)

Locomotion is spot on. In fact, moving in the direction of your hand works much better than the usual movement in facing direction. This allowed me to do some snappy strafes while shooting (when I was playing it as a realtime game). Although, excessive strafing and backward movements could induce some motion sickness. 

It's really fun game and I will def play it more. I love turn based games and the pace suits me very well. I do hope you don't just set this aside now but continue to add things to it. I'd really like to see a save system. Perhaps a couple more items to use in combat for added tactical options. Grenades? Shield? 

Well done :)

Thanks again for playing!

It's unfortunate that I was only able to test on Oculus headsets (normally I would have access to a Vive as well, but Covid restrictions made that impossible this time); the ideal hold angle vs pointing angle offset is different for every type of controller, but of course I was only able to tweak it for Touch.

It's interesting to hear your experiences of the pick-up mechanics; again, it's something I think I need to try myself on different controllers to really understand? The current implementation is that tapping the grip button is a toggle (pick up or put down on each tap) while holding it is, well, a hold (pick up on press, put down on release) in order to accommodate different types of controllers without an options screen. But of course what a "tap" feels like will change enormously between Touch, Vive wands and Index controllers because their grip buttons all have completely different designs, so I'm sure there's a lot more work needed to make it feel natural everywhere!

Glad to hear you came back to it, and it sounds like you made it a decent chunk of the way through this time, so great job! :)