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Thank you very much !
That is very nice to hear ! It really  did cost me two very long nights and a rough monday morning ^^

Ohh how could I have not check what happens when trying to pull the gun while holding it ? Its based on a distance check so it must work, right ? Anyways this "feature" also is surprisingly fun.

Yea I figured it would be a good idea to be able to restart a certain part within the game for cases like the turtle or the crystal.
I does produce some bugs as I think some previously grabbed items get duplicated. Good to hear that it worked !
The UI was made in a rush it always pops up ~5m in front of you current view direction ignoring any walls whatsoever.

There is a torch-leaver on the other wall of the first bridge that grants you access to the first turtle and I definietly missed the collider there.

HexaBody and Autohand are really amazing and I figures why not combine them ? I think they work really well together. I am actually working on a playercontroller that combines the SteamVR plugins fingertracking for the knuckles with HexaBody and Autohand ! It required a bit of rewriting of some asset code but it already works, there are just some little issues with grabbing every now and then.
Ah and also I dont own Hurricane VR as I bought the VRIF instead, I figured out that HexaBody and Hurricane work together later :( 

For the books I just put some blood vfx images on top of the main texture, look pretty great right ?

Again thank you a lot for your review. I definitely took some advise out of it and the game you made :)
Have a great one !