Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Gave this a shot after reading about it in the r/OculusQuest subreddit. I LOVE the vibe and the lo-poly aesthetic.

Since you asked about the locomotion system.... um.... one of the least engaging in VR I've experienced yet. It's not the action, which makes sense as a walking action of sorts, it's the slowness of it. I think it would be greatly improved with increasing the "reach" i.e. let me move more with each pull. As it is now, it's VERY tedious to get around.

While I realize this is a very early prototype, I would think about using some tried and tested locomotion mechanics, like free roam on the joysticks, or teleport. Best of all possible worlds, options to use whichever locomotion system the user wants. 

Great frickin' start though! As a walking sim fan (Proteus, Shape of the World, Journey, I'm always excited to have a new lo-poly world to explore.

Sorry to hear it didn’t work for you! The pacing is quite deliberate, meant to be not much quicker than walking. The system also supports actual IRL walking, if you have the space, or if you keep realigning the VR world. Was amazed for myself as well how slow that feels in VR!

I’m considering adding a multiplier, but really want to encourage players to take the pace as given as much as I can. 

And then I add monsters to run away from ; )

Thanks so much for the feedback! Much appreciated. Duly noted!