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Played both versions on Quest 2.
Player collider is too big, too difficult to reach objects, since you are standing half a meter away from them.

Many of the items are poorly configured position and rotation when taking (more in v1 than in v3).

Helmets are an interesting idea, but in this implementation they block too much of the view. I recommend thinking about removing the middle part and leave only the sides of the helmets.

For quests, a tracker in easy accessibility is almost mandatory.

Optimization suffers, especially close to light and in transition zones between 2 assets. 

The atmosphere itself, the music and the castle look cool, good work here. But next time I recommend to concentrate on the main gameplay, think out and execute an interesting idea for it, and then deal with the visual part.

Thanks for the awesome feedback!  Incredibly helpful.  I made the helmet grabbable so the player can grab the right side of the helmet, take it off, reposition, etc.  Just a fun silly item.  My projects in the past have been more atmospheric and this was the first game play project I attempted - so spot on comments there!  I will see if I can optimize some of the points you noted.  Really appreciate the feedback.  Thanks.