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(1 edit)

I really disliked the reversed controls. Speaking even from using a regular controller generally left thumbstick controls movement and right thumbstick controls vision, and in a VR game you control your actual view so generally it's right stick controls rotation. The concept was really great and imaginative. I'm not sure about the scale on this one because I felt like a giant. I don't think I should have been able to see over the fridge. I had to do a lot of bending over to reach things which would push me away from places I was supposed to reach. The shooting stuff was pretty fun and funny. Again the concept was really great and I haven't seen anything like it. Sound effects were alright but kind of loud and some didn't loop perfectly so it made the audio a little grating. I also found that if you keep feeding the baby over and over at the end it plays a ton of stacked up audio. Also after the "dream sequence" ends switching to smooth rotation is a terrible idea. Definitely got a little motion sick from it. I had a very hard time completing some of the flying stuff and I was also annoyed when I walked across the room for it to then trigger another flying thing which started back where I was so there may some timing issues there. Maybe the scale issue was because I started off seated. I feel like that might be the case for another game I played as well but maybe not. There was some tiny moments of jank but nothing game breaking like accidentally grabbing the lid instead of the bottle and when I was pouring coffee it was kind of flipping out.

Hey thanks for playing! 

First off, yes you somehow messed up your scale lol, you were definitely not supposed to see over the fridge. As for the "reversed controls" that's been addressed and I just didn't realize there was a standard, so it's something I will change after the jam is over.

There was a volume setting if things were too loud for you, but I guess you're saying specifically the sound effects were loud compared to the voice acting? The plane definitely didn't loop correctly which is weird because the actual clip is a perfect loop, but I wasn't able to fix that in time.

Switching to smooth motion after you wake up was not an idea, it was an issue in the template that I had to fix for the main scene, but didn't catch as the epilogue is a separate scene so I'll put that on my list to fix as well, but of course it's meant to have carried over whatever preference you selected up front.

As for the flying sequence stuff, it's plotted so that you'll always be at the beginning of the next "ring course" so I'm not sure if I'm misunderstanding you there or something else was happening.

Thanks again for playing and for your feedback!

(+1)

As for the flying sequence stuff I don't know why but it wasn't triggering quickly enough or something so I would end up walking across the room and then it would set up the sequence and tell me about it and I was like oh I should have known at this point lol it's only happened like 3 other times so that's partially on me, but it definitely didn't seem to be happening right away.

Hmm, that is strange! Were you on PCVR or Quest? I'll look into it regardless because that's definitely not the experience I was trying to give the player!

PCVR, the specific instance was after I microwaved the food and I took it out of the microwave I turned around and walked across the kitchen, I was like mission accomplished and then it was like, do the flight path! I was already by the baby and completely turned around and I was like oh man now I have to walk back over there, but I should have known.

ohh okay I gotcha, I think the issue there was that there's a slight delay between events, which I chose to do for pacing, but perhaps it was too long, especially when someone like you knows what to do next so you go for it. Good feedback, thank you!!