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(1 edit) (+1)

Thanks for playing.

I'll be honest it's really weird you ran into issues, in my testing I never had any issues with any of the socket interactors or anything like that and no invisible walls unless you got stuck inside of one of the weird walls but I thought I got it to a point where that wouldn't be possible with the collider set up. Don't get me wrong, there's plenty of issues but most of them revolve around the actual multiplayer implementation and not having a good networked XR Socket solution etc. Likewise I'm surprised that it ran laggy as well, do you mind if I ask what specs or device you used? Parker has a fairly old PC at this point and said it was running fine on his, we were seeing like 72 fps(locked framerate due to headset refresh rate) on his, in editor, meaning it should only have been better. I myself had it at 144 in editor and it would even go up to almost 300 without VR (no refresh rate lock imposed by the headset). Parker also said it worked as well standalone as it did on his PC, so yeah not sure what happened there.

One bug I noticed and didn't fix is you can teleport through walls if you stick your arm through it before teleporting.

I'll be honest I haven't gotten to experience the story myself. I spent most of my time working on mechanics and the idea to add the tapes and stuff was a very late addition, I had to leave on the last day so the audio was done and put in by my team mates and I haven't yet heard them all.

Sorry we got you motion sick!

No worries, i stopped before really getting "sick", and no problem, i totally understand that it's hard to optimize in such a short time. it's a thing i also often struggle with. I also know how hard it is to implement multiplayer stuff, and that it expotentially makes stuff ways more complicated. So actually really impressive that you implement that into your jam games :-)

 I played the standalone version on a Quest 2  (my Quest 3 did not arrived yet and I'm not the biggest fan of PCVR tbh^^). 

Please don't take my feedback "personal" or so. Just tried to give an objective feedback, so that you can improve these things. Was meant totally positive and hope it sounded not mean or so. 

(+1)

No worries there. I just wanted to get an idea of what device so I can try to understand the issues you ran into and see if they are device dependent. I definitely am more the other direction and don't like standalone since PCVR can provide way higher fidelity experiences but this one was low spec enough that it theoretically should have worked fine on standalone, but I didn't test it on a quest 2. Honestly I am very interested in the Augmented reality functionality and experiences that could be crafted with the Quest 3 but I don't have one myself. I'm a big proponent for no exclusives but that kind of stuff would sort of have to be given the lack of capability other hardware is bringing right now and to me that kind of exclusive is fine. I was only bringing up numbers because we were so impressed by the seemingly good performance for it to not be so great kind of sucks. Not sure why it would not work well on a Quest 2 though. We actually didn't do much optimization it was simply a very basic game, mostly cubes and planes, the fact that the level is random also means we can't really bake the occlusion or anything like that. Not a ton we can actually do in regards to optimization there.

As for the multiplayer in this one I'm a little sad because it could have been better but alas timelines and such. Still as I always say I'm trying to make multiplayer games cause that's the kind of game I want to play, I'm a social gamer.

Thanks again for playing!