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(+1)

I really liked the concept of a huge map to run around and fight in. I really loved how fast paced it felt, not enough of those games on VR because everyone is too concerned about motion sickness.

The only hindrance are the controls, which are too complicated imo. I can totally see non-dev players struggling even more than I did with them, who probably won’t even read your instructions. Your How-To was nice and helpful to get started, but it was still very overwhelming with all the combinations who felt like they were interferring with each other. I was confused if I was doing the spells right or if I was moving the right way, etc.

Granted, maybe some of it comes from being too different than what I’m used to. Maybe using the joystick for movement instead of the buttons would’ve been better? Or maybe in a full game, you’d introduce the buttons one by one over time instead. Maybe that would already be enough. But UX in VR is a real pain sometimes, as you need to teach people new concepts and uncomfortable movements, which they might not want to do at first. Just wanted to point it out, because I definitely feel like it’s one thing that could prevent people from enjoying the game properly.

The only actual complaint I have is rotation. I personally want to be able to rotate faster in a fight.

Oh, and not sure if it was a bug, but I could swear the monsters were attacking each other sometimes. Is that even possible? I saw some just die by themselves for some reason.

Overall, as I said, really love the fast pace, which probably makes it my favorite one in this jam yet.

(+1)

Hey, thanks for the feedback.

Yeah I feel like most have stayed away from fast paced and open world. I really wanted to tackle flying and an open world is really the only way to do that well.

You are right about the controls being pretty overwhelming, was trying to map everything so it made sense with the hand animations. I was going to go on that approach of slowly teaching the user but didn't end up with enough content for that to be effective, so maybe after more content is added.

Also for the enemies, they aren't attacking each other. I went down the route of using a machine learning model tied to a genetic algorithm, so kind of simulating evolution to optimize enemies. That involves giving the enemies a life expectancy, to survive they have to use their energy to generate health, but at some point they all die as the speed of decay increases the more they live. But that effectively make the ai better after they are reborn since they learn from the mistakes of the past generations. The first enemies have very low life span so it seems as if they die pretty quickly, but that was intentional as their respawning rate is also short.


Thanks for playing, glad you enjoyed it.