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A member registered May 15, 2019

Recent community posts

I would love an option that lets you restart at the current scene rather than restarting the whole game. It gets super frustrating (and annoying) to replay the first few scenes over and over and over again just to get to the scene that kicks your ass. 

I want the option to restart the current scene so I can actually figure it out and get good at it. Then I can go back and try to beat the game in one shot (roguelike).

I got frustrated having to start at square one and lost interest. It just stopped being fun. Giving players the option of resuming instead of restarting will broaden its appeal for sure.

There are a few ways to implement this that preserve the essence of the brutal roguelike challenge:

1. When resuming the scene, you start with the same loadout of weapons and ammo that you came in with. So you MAY need to start at the beginning of the game and get better so you get to the later scenes with the ammo you need to win.

2. Use achievements/badges to reward the player. Some of those achievements will only be unlocked in roguelike mode. Maybe each scene comes with two achievements: one for finishing it and you also get the second one if you finished it in roguelike mode. That way you satisfy both styles of gamers and increase replayability.

CV1 not being cross-buy and the mandatory roguelike play mode are the two things holding me back from dropping $20 on CV2 right now.

I paid for this game on the Oculus store when I owned a Rift. Will it be cross-buy once it comes out on the Quest store?

I appreciate all the thought you're putting into the game and I hope you achieve your vision.

In the interests of helping you make it a success, I'll offer the following feedback which I hope will be useful and constructive:

1. Reiterating my original comment first: Keep It Simple. Too many menu options and branching trees for skills or crafting sucks you out of the game instead of into it. If the total experience is 1-2 hours long, that's enough time to learn to play and enjoy checkers but not chess. 

2. Tweak the procedural generation to maximize the length and width of corridors and to make turn radii larger. If the player is going north and you want to turn them south, let them walk around a more gradual bend. I've found that the current prevalence of tight turns makes me nauseous (and I have pretty good VR legs).

3. The areas with the gondola/ski-lift moving platforms are nice in that they open up the space a lot. They would be a lot more comfortable if they were a bit larger though. Maybe make them 2x2 instead of 1x2. Again, the tight turning is a bit nauseating. Also, the game's moving platforms are too fast which causes nausea and disorientation.

4. I recall seeing a moving train with cars on it and a turret on the other side. The goal being to use that cover. I would lean toward making the direction of the boxcars the same as the direction you need to move. Beyond that, I like the idea of jumping onto a moving conveyor or train and then avoiding bullets and shooting enemies much like Pistol Whip. Just make sure that the enemies appear ahead of you in the direction you're moving. Looking too much to the side while on a moving platform alto triggers nausea.

5. In such tight confines, too many exploding robots can be frustrating.

I love what you're doing with Tea For God. Your work with procedural generation and non-Euclidean spaces is cutting edge. Kudos for your creativity and hard work. I wish you great success turning this into a commercial product. I hope that my feedback helps tweak that final product so that it provides an improved user experience, gets solid reviews, and catches fire. Cheers!

Thank you for your hard work. I must confess that I find the game already too confusing. I enter some menus and back away again in fear. I would urge you to make the game more accessible and enjoyable by simplifying and streamlining things, adding polish, not more combinations and permutations. Always try to look at your creation with the fresh eyes of someone who is new to it, as opposed to a developer who's been eyes deep in it for years. As Albert Einstein once said, "everything should be made as simple as possible but no simpler."

You were looking for ways to set your game apart? What about implementing a hitbox on the player and having the nature of the hit impact not only health but ability?

Get shot in the head? Dead! Or maybe you get lucky and only lose an eye. With VR you can do that and suddenly the person can only see on one side and stereoscopic vision is thus also gone.

Get shot in your gun arm? Congratulations, you now move slower and have to shoot with your other hand!

Get shot in your non-dominant arm? You move slower and reloading takes a lot longer. Two handed melee weapons would be out too.

Get shot in the leg? You now move slower and can't jump as far.

Get shot in the abdomen? You now move slower and have a limited time to finish the level or you bleed out.