I liked your take on the prompts. I almost didn't figure out the second code because it was too obvious and I thought naw it couldn't be that simple and didn't try it. :)
andyman404
Creator of
Recent community posts
Work-in-progress build 001 for desktop VR (OpenXR) is out. It's got no intro/UI yet and is pretty rough, but gives you an idea of the gameplay. See the description section on the game's page for the VR controls. Dont' try to play it without VR.
In the first scene, at the starport, the mice have found the cat's spacecraft and are guarding it. You must sneak aboard the spacecraft. Use your tele-cat-nesis ability to move the crates (which attracts the mice), throw the mice, and drop crates on the mice. The mice get knocked out temporarily if the impact is hard enough.
If the spacecraft takes off, then there is the flying scene. After about 10 seconds, you enter an asteroid field. Right now it is just an endless flying, testing the mechanics. No death or anything. You can blow up asteroids though. Enjoy!
Nice job! I appreciated the environment, masks, and card art.
I have to confess that it took me a while to finally understand how to throw the card, but I finally got the hang of it after taking off the headset, watching your playthrough video and then rereading the instructions on the description page for using the trigger to unpin before being able to throw. I was more concerned with understanding the rules of the card game itself.
I appreciate that it's a game jam and everyone has limited amount of time/energy to make a game. I might suggest a quick thing to add for post-jam would be to have the voice in the game say "Press the trigger to unpin the card first in order to throw it".
Alternatively, I think it would have been even easier to understand by replacing the pinning mechanic entirely (I know you worked hard on it though) and have it auto-sort/arrange the cards linearly in your hand (like it does with the other players). As long as you return the card to a delimited area near your hand, it will put it back in your hand, while dropping it outside that area would throw it. This also solves the problem of having all the new cards spawn in the the same place in your hand and overlapping on top of each other, which confused me at first.
I did finally win a round and received an etch-a-sketch!
IMPORTANT: for Meta Quest 3/3S. NOT for Quest 1 or 2. This is a mixed-reality game. Set up your room's space setup first as this will require data on the real-world walls and furniture. Hand tracking is required too. Do not try to play it without doing these things.
For those without Quest 3, you can see a video here:
Known issues with the game jam build (play the post-jam build for fixes):- Last minute issue where the fonts/text became blurry. No idea why. The smaller text is barely legible unless you hold it up close to your face.
- I didn't get to test any of the levels before releasing! It is too easy, especially if you put your gingerbread oven on a table. For more challenge, put it on the floor. You can toss pieces/gingerbread into a mouse hole to destroy them too if you have too much. During most of development it was just a sandbox where mice and gingerbread just kept spawning at a random rate, no levels.
- The gesture recognition for the pinch and the index finger pointing (for the icing) are a bit finicky depending on the lighting and angle.
- If you beat all 9 levels and follow the instructions to clap rapidly to play again, it will either crash or have errors.
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.