We've only ever used private repos before and are a little worried about accidentally committing something we shouldn't. Is it okay to work in a private repo and create a public one at the end for the finished game? Or do we have to work in a public repo from the start?
Dream Team
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Great use of theme, and nice cosy little cafe. I liked what I saw outside through the window as well - is it possible to go outside? I think a game like this has social importance, making us realise the amount of waste we produce, what's recyclable and what isn't. I can see it being used as a teaching tool for kids.
By the way, we're a team of Australian women and we were excited to see that you're doing cool things in WA! Just wanted to reach out and say hi ;)
Fun experience, great setting and choice of music. I love the character animations mimicking the pretentiousness of high society! The inventory system was really handy - sometimes it was not 100% reliable and my object would drop to the ground instead of going into the inventory, but very useful when it does work. The spatialisation of the crowd cheering sound effect was a little bit disorientating because it sounded very close when the crowd was a couple of metres away.
Otherwise, a wonderfully polished game with a great concept and gameplay mechanic that makes full use of the potential of VR. My most enjoyed game so far :)
Hey this is really neat! Like the other said, aiming with your mouth and slapping NPCs to buy stuff are really fun and unique features. Of course it's very fun to smash watermelons, and actually fight the Fire Elementals, but the slapping is the best part for me. The UI is very attractive and thank you for a clear tutorial so I could learn the mechanics of the game. So impressed by what you've been able to make in 9 days! Top notch all around :)
This was so cute and funnnn!!! (And way more terrifying than I expected??)
Also, I know it's not the main part of the game but I loved the starting room. The shader you used on the models looks great and the poster on the wall with instructions was really helpful. I often end up putting UI/UX stuff at the end of my to-do list in jams but you game shows that it's really worth prioritizing. It makes it much smoother to start playing and adds that extra bit of polish.
I died so much I ended up laughing! For some reason I could only figure out how to get the sword but at least I could use it to disarm the adorable bomb kitty! I think some kind of story/introduction would have been helpful but I understand that kind of stuff can get cut out in a game jam situation. Nice job :)
Honestly I don't know how it happens but we always end up making things that feel creepy. (^▽^;)
Did you try talking to the ghost at the Sparkler Store? (Make sure your interaction ray is hitting the speech bubble and then press trigger to progress in the conversation.)
It's very kind of you to leave a comment even though you didn't experience the game part of the game! Thank you ♡
Hello! We just uploaded Ver 0.4 which makes the interaction ray less confusing and allows you to grab the Spirit Sparkler with either your left or right hand.
Controls:
- Left Grip = Teleport or Grip Spirit Sparkler
- Left Trigger = Next Dialogue (when ray is hitting speech bubble)
- Right Joystick = Snap Turn
- Right Grip = Grip Spirit Sparkler
Thank you for playing our game! ヘ(ΘΘ)ヘ
Thank you for playing our game! \(^o^)/ We're glad you enjoyed the music and art style. Unfortunately we ran out of time to iron out the bugs (hence the arrow button hack :p) but we plan to upload another version when it's all fixed up. I didn't know there was an itch.io app! We'll make sure to test in that in the future.