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Wow, just wow. Not gonna do the compliments as others have already done that.

Here's some feedbacks and suggestions:
1. Using 3 quacks to toggle the follow mode is funny and seems smart at the first place, but it keeps being falsely registered when I'm quickly grabbing and releasing the ducklings to move them to the other sides. Perhaps use another hand gesture for that?

2. The grab physics is not reliable, things (including ducklings and balls and boxes) keep falling out of the grab. Not sure if it's intentional, as it would make sense that the grabbing power of the duck's beak is unreliable.

3. Smooth locomotion made me a bit sick. But I guess there's no way to implement teleportation due to the fundamental game design of this.

Anyway, great job! Enjoyed it a lot.

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Also, I don't see a reason to not include controllers as an option. Using hand tracking is certainly fun, but for those who prefer better tracking quality, controllers are still better. I'm aware that you finished this game in 3 days, so implementing two types of input might be taking too much time.

Thanks for the feedback. Yeah, it would have definitely tracked more reliably using a controller, and you wouldn't have needed to remember the hand gestures. But for this jam, my personal goal was to play around with the new XR Hands Unity package. For a post-jam version, I'd definitely add controllers, or do more where hand tracking adds more gameplay value.

For the jam, I was originally thinking of having the player swing their index finger and pinky finger to make the duck waddle. But I found that detailed hand tracking on the Quest 2 is so unreliable currently, especially when one finger obscures the other, or when the hand isn't at optimal angles, or when lighting is not good even. I wonder how good the hand tracking will be with Apple Vision Pro or Quest 3.