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dacron

6
Posts
4
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A member registered Feb 01, 2019

Recent community posts

I changed the behaviors of the controls in the  settings menu and it changed the drop behavior and automatic re-holster, but still no ability to pick up with grip buttons.

Yes, "Restart" should be generate a new level in the same mode you're currently in.

Where do you want me to send the log files?

(1 edit)

I'm enjoying the update, but I've lost the ability to pick up ANYTHING (Vive user), using grip, trigger or button. Can't use levers on the walls, tankbot  or  energy machine. Hand closes, but can't hold on to anything. 

Bugs I've encountered... Elevator maze missing platform and  UP/DOWN elevator that never came to get me.  I've notice a few portals that overlapped but were passable... usually coming out of a tight turn or small platform of tower.  Dead end or 2 that I'm sure shouldn't have been.  Also in one instance the signal/direction button was usable, but forearm display never changed.

Suggestions... moving the mode button on the arm to opposite end of the display... I keep bumping it with the butt of the gun and changing the mode.  The new hand to head menu system makes restart easier, but rather than exit to menu to restart maybe add a "quick restart" button to that menu too until development stage is over for those I'm stuck moments.

On the plus side... loved the color splashes, door and wall shapes and new shootouts that seem to often occur in "well" areas. Fun shooting the new bee drones flying in the distance avoiding my shots.

I figured you'd already given that some thought :) I'm very curious to see what devs come out with for Quest on a grander play scale. I also like what I'm seeing from the Magic Leap AR headsets. Every-time I watch a demo I consider how I'd rearrange my living room for a tactical shooting game. It's definitely a different way of thinking... VR = clear your play-space as wide as possible. AR = move large furniture into you place-space to duck for cover.

Keep it up my family is cheering you on. Me and the boys are following closely. Can you imagine what this and games like it will be like without restrictions on "room size". As mobile wireless VR headset start rolling out I'm just waiting for the announcement  of a fully outdoor capable unrestricted play area HMD that would work with this. I have a big field out back and I dream of wandering around it in VR running  while dual wielding weapons and diving for cover. Fortunately it's out of public view otherwise I can only imagine the comments I'd get of a crazed adult wearing  funky goggles, jogging, crawling and waving his arms like a crazy person. Better leave room on the menu screen for infinite play area ;)

You can tell he's having fun. Isn't it awesome when they connect with things like this.

Literally signed up just to leave you a comment. Me and my kids love what you've done here. I have a special needs 13 yo who doesn't really do video game , but when he jumped into this room scale game with very intuitive play he's had a blast literally shooting every robot. Keep up the good work and please leave an Experience Mode in all your versions if you can for those who just love to go from point A to B shooting the "robot bad guys".

 As for real game-play if your taking input... I personally hope you add targets/switches/enemies/reasons to duck or evade things out the corridor windows. Maybe make longer bay windows with energy pulses passing through or surveillance or something. I often find myself staring out the windows in game and even leaning over a bit too far only to end up outside the portal and having to jump back in occasionally. Again keep up the good work. I just wish I didn't feel so bad killing the scared little cowering spider-bots for energy.