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calibrated-horizons

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A member registered May 08, 2020 · View creator page →

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Which version of UE did you use? I was seeing the same problem on my game with UE 4.27. I had to restart the game 5x in a row once just to get input. Only ever saw the problem with packaged builds.

There is a bug allowing level 8 to be finished easier than intended. The intention is for the player to find all 4 circle hat boxes before pressing the button to start the machine. If you are really good at searching, you can actually beat level 8 without pressing the button at all.

Congrats on the 3rd place rank! Well deserved! I'm really excited to see where you take this next.

When I was playing, I kept trying to destroy the buildings by jumping on them. I really wanted some kind of ground pound. Have you considered an Iron Man style flight system? Could be very satisfying to fly above the buildings, then thrust rapidly down into them (ground pound).

I can only credit the glitch. It's a game jam, EVERYONE has glitchy games. Overall your game was very nice and polished. Don't feel bad about a few bugs.

Loved the building destruction in your game. How did you make the building break into different pieces? Do you have a separate model with the broken pieces that you swap in on destruction? Nice use of a 3d particle system for the dust clouds.

Oh oops, my mistake. It is called Space Pirate Trainer. It's one of my favorite VR games. There are some similarities between your game and SPT.

I got it working on my Quest 1. Fantastic game! Definitely one of my favorites this jam. How did you manage to get the controls to be so intuitive? Somehow the robot always ended up exactly at the depth I wanted. I was able to score 36 on my first go.

I was certain I was only going to save 2, but somehow I glitched them to stay in the middle and saved 13. Nice game, really got into it.

Neat idea. Would have liked the revealed area of the planet to be a bit bigger. The right controller gets a good view of the planet core, but it is a bit awkward for my headset to get a good view.

Yes. I don't want to spoil anything but I thought the puzzles were cool. An improvement the game needs is either reduced number of coins and bags to make the hidden ones feel special, or some way to collect them easier. I ended up ignoring them when I saw there were so many.

Yes it is a typical problem for throwing in VR. What I'm saying is you need to do something like aim assist in video game consoles. Just enough to make the player feel like they are really good, but not so much that they notice you are cheating for them.

I loved the cute drawings in this! I felt the puzzle was great, although I did try to evoke electricity by rubbing the balloon on my head and instead evoked buffoon.

An idle simulator in VR!? Now I think I've seen everything! Nice level of polish. The money fireworks made me jump the first time... and the second time they played.

Was this in any way inspired by space pirate simulator?

I ALMOST managed to win the first time... but not so much the other times. Great job! You managed to get so much of a full game done in so little time!

Was this done on the Quest 2? I tried playing it on the original Quest and hit some really nasty frame drops.

This is the kind of game where it would help if you "cheat" for the player and help nudge the thrown people towards the asteroid... either that or I'm in denial and I really just suck at throwing, your pick.

Neat idea to launch planets into orbit.

Hey we both did something about giants! I couldn't pick up the hammer for some reason, so I had to swat the aliens with my hands.

I tried to play this on the Valve Index but it didn't seem to put the game in VR mode. Any tips on how I might make it work?

Great intro, really neat idea to have a newscast talking about the player like that. Felt a bit tight having the rocks spawn so close to my head.

Great intro, really neat idea to have a newscast talking about the player like that. Felt a bit tight having the rocks spawn so close to my head.

The scaling mechanic is really neat. I thought my game was going to be the most destructive, but from the sounds of the comments your game might have mine beat.

That is an interesting game idea. I wonder what the maximum possible points is. I got 11, but I'm sure I could go higher with practice!

Nice idea to switch between big and small. Can't wait to see your continuation in the next jam!

Nice voice acting!

Should this work with the Index? I could launch into the game, but none of my controller buttons did anything.

Interesting idea. I couldn't play it though because my arms are too short to reach the steering wheel and the ship keeps moving away from me.

Now you make me feel bad. You make a wholesome game about saving the planet, and I make one about destroying it...

Very impressive amount of game play for such a short jam. I was surprised to see a tactical game in VR. Awesome implementation. Reminded me a lot of Valkyria Chronicles.

Love that you played it's a small world at the beginning. Really gutsy doing a roller coaster in VR, I'm not one to get motion sick but this one started to get to me in some parts.

That is an awesome flying mechanic. It would be nice if you moved forward a little faster. Very creative game!

Nice idea to put AR in VR! I've been excited to play this ever since I saw your video on the discord channel.

Nice and faithful adaptation of Rampage to VR. Really liked how you add "weight" to the buildings by having a delay between when you grab and when you throw. Great throw physics!

You should try my submission if you haven't, you would probably like it. I had a similar theme to yours, though not so close to Rampage.

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Thanks for the comment. We actually only had about 8 hours on it. We spent the first 2 days fighting with the Quest only to discover the destructible meshes won't ever run on it. The stuff we did get working is way more sensitive than planned (we didn't really want the whole city to go boom so fast). I'm thinking of turning it into a real game but I'm not sure if there's enough of a game with this idea. It's a good point about having an option to switch which hand is movement.

TECHNICALLY the game can run without VR as well. Though it is no where near as cool on a flat screen.

Thank you for the compliment! I'm hoping to spend more time expanding on the gestures and giving more purpose to the elements. I feel spatial audio is of huge importance in VR. I wanted to emphasize it further by having the audio represent the elements you can "harmonize with" (air, fire, and life in addition to the water you start by).

VR is definitely going through a transition period in both Unity and Unreal. In the case of Unity, the OpenVR / SteamVR plugin is what I used and provides the red gloves. It has been deprecated in favor of another system, however that system does not yet support the Vive or the Index. Unfortunately the OpenVR plugin I used was not intuitive and I made errors in the build that necessitated the hotfix I released. I do not believe my game works with WMR, however I don't yet have a WMR device to test with.

Thanks so much for trying again! I really need a couple weeks to make a punch gesture system work the way I would like. But I don't think it's too terrible for 1.5 days work.

I discovered this morning that Valve has released a Beta for the plugin. Hopefully it is not too long until it is in a more usable state.

Aw, built on the new XR system. I can't wait for Valve to get SteamVR fixed so I can play awesome looking games like this on my Index!