That makes sense. Yeah it is tough to squeeze everything into a 2-day jam. Congrats for putting it out there! I liked the killer bats, the death animation, and those pesky spike trap things.
andyman404
Creator of
Recent community posts
It worked fine on Quest 3 running it through link cable and the Meta Quest Link desktop app (but not though Virtual Desktop and SteamVR as the OpenXR). So I'm guessing that this is just a Meta/Oculus-only desktop app.
I appreciated the arrows because I hate puzzle games and getting stuck. I also appreciate the work that must have gone into getting this all to work in the limited timespan of the jam. Well done!
Very cool arcade room! I like the aesthetics and little details of the room.
Note: the hammers are just lifeless on the ground and not connected to the controller when running the game through SteamVR as the default OpenXR when using either the Valve Index or Meta Quest 3 through Virtual Desktop. It worked fine with Meta Quest 3 over Link cable and the Meta Quest Link desktop app as the OpenXR though.
If it is Meta/Oculus only (as this game seems to be), then I'd recommend indicating it on the game's description/download page to help save your players some time and frustration.
It looks interesting, but the controls didn't seem to respond at all on the Valve Index with Valve Index Controllers with Steam VR as the default OpenXR. Is this a Meta/Oculus-only game? I'll give it a try later with an Quest 3 and Meta link if I get a chance.
Later: It doesn't work with Quest 3 and Virtual Desktop w/ SteamVR either, so I'm guessing it is a Meta/Oculus-only game that has to work through Meta's desktop app. Please make sure you indicate that on the game's description/download section to spare the players some time and frustration.
Ok, I tried it with Meta Quest 3 over Link cable with the Meta Quest Link as the default OpenXR and the controls finally worked. I wasn't able to get very far at all though. I grabbed the green crystal to start. The tentacle guy tells me to grab the red crystal and throw it into the crusher on the right. But as soon as I grab the red crystal, it disappears, and an alarm goes off before I can even throw it, and then there are no more crystals or anything else to interact with. I'm really confused.
I tried it yet again after a few more times repeating this, and figured out that maybe I was standing too close to the green zappy thing and the game thinks I threw the red crystal in the green thing? So I move away from the green zappy thing and get past that. Then the tentacle guy tells me to get the green crystal on the conveyor. I couldn't figure out how and after minutes of waving my controller around trying to do that remote grab unsuccessfully, I gave up. :(
Kudos on the novel dithered aesthetics and voice acting, and making the game for a game jam in a very limited amount of time though!
Unfortunately, the movement/launching controls don't work on a Valve Index w/ Valve Index Controllers + SteamVR. The left thumbstick only lets me snap turn. Neither thumbstick lets me move. The jump and launch object buttons don't work either for the Valve Index controller (the A/B buttons don't do anything on either controller). In Unreal, were you using a Meta-Oculus-only framework?
I can just snap turn, grab the gravity gun, and shoot the beam to grab the box. I'll try it on a Quest 3 with link later if I get a chance.
Congrats for finishing making a playable game for the jam! I liked the house and the lightning effect. I was able to find the alarm.
Looking through the previous comments, I'm amused by the number of people who don't bother to read the description page of a game jam game before playing it, and the absurdly nitpicky level of feedback that some people give on game jam games. Most jammers already know what they could improve upon, and what they didn't have time to do or get working in the limited time of the jam.
Thanks for playing! There was a last minute bug in the game jam build that prevent the game from recognizing that the 3 lightning bugs were at the heart. The post-jam build fixes that if you want to see more of the story.
Making everything large wouldn't have worked well for navigating around the forest. In early development, I had everything large, but it made moving around the forest way too tedious. Making things smaller lets your physical reach go much farther, and lets you get around much more easily. Also, in later parts of the game that were inaccessible to the game jam build, you need to be able to reach both hands out to be on the opposite sides of the blackout blights in order to shoot lightning between the deer and the lightning bugs.
I tried to get a zoom adjustment feature working but it was buggy and I couldn't figure out why, and had to remove it.
Thanks for trying anyway! For reference, what CPU/GPU were you using?
I'm glad it reminded you of Tilt Brush - the assets were drawn in OpenBrush (which is based on Tilt Brush's code base), then cleaned and broken down or animated in Blender, and then used in Unreal Engine. Unreal Engine is really hard on older machines.
Thanks for the clarification. One of the issues I run into is being too wordy with instructions, and then nobody reads them because it is too much text. This time maybe it was too short? Maybe next time I'll have to do a graphical animated illustration, but that takes a lot more time than I can afford during a jam sometimes.
In this particular case, the flick upwards means to move the tip of the left pointer upwards in a swift motion to make the deer jump when you are controlling it, as if it is a puppet you are dangling on a string.
Thanks for the feedback! The game jam build had a last minute bug that I couldn't fix in time for the deadline, which prevented it from progressing after getting the lightning bugs to the heart of the forest. Download the post-jam build if you want to see the rest of the story that the bug blocked, including the dance party, the blackout, the rekindling, and the blackout blights fights.
Good idea on separating the forward/backwards movement and the snap turns to different thumbsticks! I personally think the game works a lot better if the player solely uses the grips to walk around the world and not use the thumbsticks. But everyone's different.
Tip: use the grips for movement and forget about using the thumbsticks that were added as an extra option. The grab-the-world movement lets you control your movement much better, and lets you move up and down too.
The game jam build had a bug that prevented the game from recognizing that all 3 lightning bugs were at the heart. Download the post-jam build to experience the dance party, the blackout, the rekindling, and the fight with the blackout blights.
Thanks for the feedback!
Thanks for the additional playthrough! In the game jam version, there's a bug that prevents the story from advancing after you gather the fireflies to the center. If you want to see the rest, then I invite you to download the post jam build, where you'll get to actually use the fireflies to fight some interesting looking blackout enemies when you reach that point in the story.
Thank you for the feedback! It's funny - in the earlier part of the jam, the scale started a lot bigger, 4x as big, so you really feel the forest. But because I personally only use the move-the-world-around grip controls for locomotion in the game, I found that it was easier to control things by making the scale smaller so you don't have to move around as much, and can reach a lot "farther" in the world since you're a lot bigger in proportion. The "miniature" theme was purely unintentional. :)
I had a feature that allows you to resize the world similar to how it is done in Tiltbrush by grabbing both grips and moving them closer/farther, but it had a bug that I didn't have time to figure out, so I cut it unfortunately. It would have been useful for those who want more immersion.
Both left and right thumbsticks worked the same, so you can get through the whole game using only the right thumbstick for locomotion, and only use the left trigger for directing the deer. I wonder if it would have been less confusing if I didn't include thumbstick forward/back locomotion and only had grip locomotion? Or perhaps have the left thumbstick simply move/strafe both the deer and the camera at the same speed like a third-person controller? I still gotta figure that out. Thanks for the feedback.
Thank you for the feedback. I included a lot of options for movement to be flexible. Maybe it was too much? I'm curious if you noticed the movement instructions text on the controllers themselves, right in the start scene. You can use the left or right thumbsticks for movement, or either hand's grip for movement.
I personally find it a lot easier to use the right grip to grab the world to move, and right thumbstick left/right to turn, while controlling the deer with the left trigger.
Thanks for playing! Congrats for lighting up the forest again! Sorry, I didn't get a chance to make a scripted ending - so if you've relit as much of the forest as you can, and there are no more of the blackout blights, then you've completed the episode!
Thanks for the useful feedback. I'll add a strafe to one of the thumbsticks. Were you able to try using the alternative grab-world-and-drag locomotion - it is much more precise and lets you move in all 3 axes more easily.