Great to hear, hope you have fun!
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I played both the original and after jam editions and I couldn't get it to work it seemed. First off the menu was behind me at the start, this is probably just due to the fact that my play space is facing away from my PC. Anyway I liked the flashlight effect as did everyone else but I do think it could be more interesting to have it separated from the head and just in hand instead. I couldn't really figure out what to do, I took the elevator to the top room and it was empty, then to the bottom and walked out of the elevator half way up and discovered a random stump in the dark which was interesting. The smooth turn was a problem for me but I was happy that I could change it to snap turn in the settings. I didn't get much further after the stump I walked off the level. I decided to try out the after jam version and I found it to be more broken actually. I had smooth turn and snap turn on at the same time until I changed it in the settings which then made it snap turn only for my right hand, but my left hand was doing movement and snap turn so it was really hard to get anywhere. I ended up going to the elevator again and taking it up to the bottom and while it was going down I made it go to the top and when it got to the top it would never let me go anywhere else. Something that felt really good to me was the UI ray interactor smoothing, how did you do that? It felt really good.
Aesthetically your game is pleasing, I like the style and the menu being a like old TV is cool, but I couldn't get past the basic locomotion issues and I couldn't get the game started I guess. I did notice that while falling down out of the level I saw there was another way to go inside the elevator. I'm also a bit confused about the difference between ground floor and bottom floor but I guess bottom would be lower than ground.
First off let me start off by saying thank you for playing my game! And I'm really happy you gave me this amount of feedback, I find it really valuable! To make my response more easier to digest I'm going to answer in a numbered form.
Number 1. When I did a full playthrough of my game I was able to play it through fully without much issues. (There were a few here and there but nothing I saw was game breaking) here is a link to a playthrough of my game. Although I did not experience anything game breaking, I'm really happy you have told me about your experience.
Number 2. Originally I was planning to have the flashlight holdable, but for some reason it was having issues with the players movability and I didn't want to fiddle around with it to make it work because at that point it was one day left in the jam and I still needed to make the top and bottom floor. So I ended up just allowing the player to turn it on from their head which fixed my issues with it and provided a satisfying effect. Number 3. I'm going to guess that the reason there was nothing in the top room and the bottom is because you took the elevator in the tutorial of the game. In the old version and the new version the top and bottom floors are not there because it's just a tutorial. But in the new version I did put a warning at the top and bottom in the tutorial so the player knew that there was nothing there for a reason, so that was my bad for not putting a warning in the original version. Number 4. I'm pretty confident I know the reason why you had smooth turn and snap turn on at the same time (It was probably just another silly mix-up in the XR control scheme) and most likely it will be fixed in the next update to this game which I will release when the rating period is over and in this update, I'm trying to fix as many bugs as possible and make it better in any possible way. Number 5. Here you said, "I ended up going to the elevator again and taking it up to the bottom and while it was going down I made it go to the top and when it got to the top it would never let me go anywhere else" This is another bug I never found, most likely an oversight in my elevator script. Sorry about any bugs you have encountered with the elevator, it's my first time doing anything like that at all, and I had to figure out how to do it in a very short amount of time and it actually took me about 2 and a half days of the jam haha. Number 6. Ah, the smooth ray interactor is actually something I found you can enable in the XR Interactor Line Visual settings! It was a really cool feature I found out about. Here is a screenshot of where you can turn this on yourself!![](https://img.itch.zone/aW1nLzEyNjgzMjQxLnBuZw==/original/CC%2FOns.png)
I think I know what you mean with the player's movement, my game kind of has that issue, if you have teleport movement on or you are holding your gun when we teleport you into or out of town they get really janky. Because it's using velocity tracking it causes the gun to wiggle and bounce around as it tries to move from the old position to the new one and I tried fixing it but I couldn't get it to work. I could imagine with a flashlight that would produce some horrible visuals. I saw a few people recommending just parenting the object to your hand or to the xr rig when you grab it and then unparenting afterward but neither actually fixed the issue with teleporting. Wish I could figure that one out.
I know what you mean about the time sink on some of these things. I spent basically the whole time working on my gun mechanics and didn't really put a lot of effort into other parts of the game.
I agree the head flashlight had a somewhat satisfying feeling, I think in part due to the audio of it, good triaging/pivoting.
I'm not actually sure I ever got out of the tutorial haha, I'll definitely try it again when there's more fixes. Good job on getting the elevator to work though. During my run in the early version I was riding the elevator and I was able to stick my head through the wall to see that I was actually going up haha.
Edit: Also I think to make some things a little nicer like using the flashlight instead of using grip for select, you could turn on the option that let's you activate while hovering and then use activate instead of select for those actions, so you pull your trigger instead on your head lamp, or pull your trigger to activate elevator buttons.
Also I want to say from a jamming perspective it might be good to try to simplify things instead of go with realistic. One example is the elevator you could have just teleported the player up or down instantly which would reduce the waiting time, not as realistic but it is kind of nicer in games to just approximate some stuff. And for jamming purposes sometimes it's better to just get a very simple slightly working version before you try to make it nicer with like a moving elevator. If it had windows that let you look down into the area or something that would maybe give a reason for not just teleporting but overall just giving some ideas on that aspect.
Yes! I 100% know what you mean. To be completely honest I wanted to do that from the start of working on the elevator because of the fact that it would have took so much stress off of me and lightened my workload a lot. But at the same time if I didn't go through the pain of looking up multiple tutorials if I didn't understand something, or having to re-write the script over and over, and also having to test it out every time I made an edit to see if I was making progress, I most likely would not have all the knowledge I ended up gathering over the period of time I was working on it. And don't get me wrong it's not 100% perfect and there is definitely some small to major issues, but at the same time I feel as though it was worth it even though it was a pain to do. Because now I have a lot more know how when it comes to something like an elevator, and with the gathered knowledge I can probably expand on what I've done with the elevator in my game so far and make it even better after the jam is done.