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DreadVectorStudios

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A member registered Aug 06, 2021 · View creator page →

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Excellent, will do!

Hi, what license does this fall under? I see your UI pack is CC4.0, is this similar

My team and I  are planning to publish to Steam, and this fits our aesthetic very well. If so, how would you like to be accredited?

Page looks amazing Raul!

that’s great to hear, I hope you continue to develop the title 👍

The fist time through I tried it as uninsured... I thought it was a statement about not having insurance that you couldn't progress, so I started over:

I then chose a more rational option and received the same result - this feels like a giant troll on the American Insurance System - 10/10 marks for that point, the game is fixed - there is no way to win at it.

Sadly, there is no gameplay, the controls were awkward but functional, the game was entirely silent, and the artwork/animations were all stock.

THAT BEING SAID:
Great concept, I really enjoyed the irony and political commentary as I read it. If you finish developing this I would play it. Currently I have to assume this is a malfunctioning proof of concept.

We had several fixes ready to push within a few hours after the deadline, but as much of it felt like additional functionality we ultimately decided it would be unsportsmanlike to submit - unfortunately our bug fixes were in the build as well  XD.

As a team we have outlined the priorities for patching and are eager to push as soon as we can.

As for it not launching, I have an oculus quest 2 and SteamVR - I launch everything from my virtual desktop (.exe) and it kicks into SteamVR right away.

Despite having issues getting the controls down, I felt the gameplay on it was really good once I looked at the controls. I would love to see this concept fleshed out further.

Well done!

After posting my review, I see we are on the same page here.

(1 edit)

Game launched in SteamVR and I was able to play most of it - I did encounter a few issues that in combination made it impossible to finish (soft-block)

1) Limited energy resource spawn - if you place one turret too many you can't afford to place one in the lift room. Monsters in that room don't drop energy (or at least didn't for me).
2) While dragging enemies from lift area back to my turrets, they would revert to side-walking at random (losing agro) and then blocked the hallway.

With no way of killing them or recharging energy it was a dead end.

Overall, for me this met all of the jam requirements, and seemed fairly cohesive/polished (especially VO/Audio) but felt sterile and slow in gameplay. Sterile is a hallmark of space/scifi and is something even AAA studios struggle with though.

Could not load onto my Oculus, though I didn't try SideQuest. Is there a trick to it?

For some reason I thought we had to have both screen AND vr compatibility, we don't have a Vive for testing purposes though.

VR tech does seem to be a bit touchy, we will be patching as soon as voting is complete.

I wish we could take credit for the UI, we didn’t have anyone to design something original in the jam - that is a placeholder 😅

That was a cool experience, I would like to see more gameplay. The skeleton also continued to kill me after being defeated. On the third attempt I was able to speed past him and finish the level.
I really appreciated the sword ;)