Thanks!
David Snopek
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Thanks! I was able to get it working with the WebXR version, and it even ran fairly quickly, at least compared to my expectations after you explained that it is really slow.
The best object I got was this very cube-ular apple:
Very cool! We are on our way to the holodeck :-)
I also tried asking for a house and a heart, and neither of those actually looked like the requested objects.
And all the objects it made seem to have their normals flipped and/or their vertices wound backwards, such that I see the inside faces of objects and the outside faces are culled. I don't know how much control you have over that, but perhaps you need to invert the normals and/or reverse the winding order of what the generator gives you?
Anyway, I hope you keep iterating on this! I'd love to see a more developed version. And, I know it probably isn't easy/cheap to host the server, having it as a WebXR experience really makes it more accessible than with all the setup.
Really cool vibe! Great visuals and music (although, the music stopped completely after a little while). It took me a bit to figure out, but the level made very interesting use of 3D space, in a way that most games don't. Finding some of the "platforms" to put the crystals on was tricky, but I prevailed in the end :-) Well done!
Really great retro arcade vibe! And who doesn't love shooting stuff in VR :-) Overall it seemed very polished. Well done!
However, I kept having a problem with the gun being stuck facing a weird direction. The first two times I launched the game it was facing backwards, and I couldn't shoot anything. On my third try, it was just kind pointing maybe 20 degrees to the left, and I was able to successfully play. (I was on a Quest 3 using Steam Link)
Very cool concept, like VR tower defense! Even though it was simplistic, the art and the environment looked great. There was a nice game loop of observing and tightening up the defenses. Well done!
The one thing I struggled with was turning the pages in the book - I never quite got the hang of it, so I never had the right "spell" active when I wanted it.
Really unique concept, I love it! The breath visualization worked perfectly for me, that was very cool, and it made remembering where I was on the breathing a little easier. And, in general, the environment looked really nice. Great job!
UPDATE: I just saw that you wrote it doesn't work with inside-out tracking like on the Quest, except I played on the Quest 3 (over Steam Link) and it worked great for me!
Great job! The environment looked great. I was really surprised by the unicorn - I kept jumping, because I was expecting something evil to happen, but it never did :-) The 3D photos at the end was really cool! I didn't think that was possible in Godot because there isn't stereo rendering to a viewport -- I'll check out your project files later to see how you did it :-)
Very cool! The art is great, I especially like the way the fire looks when you punch it out, as well as the environment. The voice over is a very nice touch. :-) Getting surrounded by the enemies is very intense, though!
(I ended up playing on Windows - I haven't had a chance to try your new Quest build yet)
Great effort! Submitting a working game by the end of the jam is an accomplishment in itself. :-) And the environment and art is quite nice.
For comfort, this game could really use a snap turn. Oh, and I couldn't figure out how to make the enchantment table work - it seemed to recognize the items I put on it, but I couldn't get it to do anything.
Very interesting concept! I would love to have the holodeck :-)
Unfortunately, I wasn't able to get it working. I installed and ran Ollama as described in the README, using a port I usually use for testing multiplayer stuff, so I know my headset can reach it. But once I entered all the info, including a new prompt, and clicked "Generate" - nothing happened! I was using the APK on a Meta Quest 3.
I don't know much about Ollama (this is my first time using it), but it does print a log to this console, and it didn't print anything new when I attempted to generate within the app. I don't know if it should say anything about receiving a request and successfully responding, but it certainly didn't print out any errors.
It would be useful if the app itself could show some kind of error message that would help debug problems.
I love the environment! It really does give the impression of being 1 foot tall. :-) Great job!
The concept seems cool, but I wasn't able to make it past the part with the lilypads in the water. I could get onto the first one, but never make the jump to the second, and couldn't find any alternative way to do it. Are we just supposed to jump, or is there a puzzle element there? If there's a trick, please let me know, because I would love to see the rest of the game :-)
Very cool concept! Nice environment. The giant dragon thing at at the end was absolutely terrifying. :-) Chiseling a mark is a fairly unique interaction, although, I'm not sure how I was supposed to know what mark to chisel? I just kind of randomly chiseled around until the monster appeared. I definitely think the idea is promising, though, if there was maybe more of a puzzle element added. Anyway, great job!
This is a super polished experience: everything worked well, looked great, and had very satisfying interactions, complete with nice sound effects. Also a very friendly, cute vibe, that I loved. Great job!
I think with some sort of "ramping up" of difficulty, this could easily be built into a full game, which I would love to play :-)
This game has such an amazing vibe! The art is great - there's wonderful contrast between the magic from the wand, and the grey of environment, which is slowly revealed by the lighting. Music and sounds are perfect.
However, I struggled quite a bit in figuring out what to do. It took me a ton of time figuring out how to get the fetch spell, and then how to get up the stairs. Then when I got to the next room, I couldn't work out what I was supposed to do at all. I can see the key in the spiderweb, but "fetch" wouldn't get it, and I just couldn't find anything else in the room that would let me interact with it. :-/ I'd really love to play more of this game if I could!
Maybe at the very least you could post a walkthrough video, so that I can look up what I'm supposed to do when I get stuck? :-)
Anyway, with a little bit of improvements on the controls, and maybe some playtesting and refinement on the puzzles, I think this could be a really great full game!
PS: I'm serious about the video - if I knew how to get through the 2nd room, I absolutely would keep playing this game!!
Interesting concept! I managed to find the orb one of the mazes (the ice looking one), but I'm kinda prone to motion sickness and I had a lot of trouble with the locomotion in this one, and needed to stop playing after that. This one appears to be all walking through mazes, so I think teleport locomotion would work well? Or, even if the smooth motion could be tuned a little bit with an optional vignette? Anyway, congrats on finishing a game in a week, even if I couldn't play very much of it :-)
Great job! I'm impressed with how many different areas and minigames you managed to put together in such a short period of time, and it was a fairly polished experience. I have to ask, though: what did the riddle with mixing the potions mean? I got that it should be one red and one blue, but I just found the right combination through trial and error, I couldn't figure out the logic for them. :-)
Thanks!
I just watched the VOD - it was really fun to see you play it. :-) The telekinesis interaction definitely needs some tuning. It's one of those things where it works perfectly when I do it, but I really should have done some more playtesting before release, because folks are definitely struggling with it a little. I'll fix it up a bit after the voting is done.
Ah, cool! I haven't ever used AudioStreamSynchronized, I think it's new in Godot 4.3. I'll have to take a look at that.
> As a side note, I tried to follow your tutorial on exporting to WebXR and it was all going well until the final step, which errored out because Godot couldn't open a specific zip file in the export template or something :(
Oh, no! Let me know if you want try and debug your problem. Just ping me on the Godot discord or rocketchat (I'm dsnopek in both places)
Wonderful job! Great concept, and executed really well. I tried a whole bunch of different combinations of mushrooms and the music they made all worked together nicely, while each having a unique character. What did you do in Godot to synchronize all the tracks?
Anyway, this one was super fun, and I think could be really interesting as a bigger experience
I finally got a chance to really play for a while, and it's interesting how many things we did similarly, just both having potion brewing games :-)
Anyway, great job! The visuals and effects were nice (ie cauldron bubbling), good sound effects, and fun gameplay loop. I liked having the full environment with the customers walking up - it felt very cozy
If it's a bug, I'm willing to bet the organizers would let you do an update?
I don't know which OpenXR reference space you used (it's a project setting), but it's easier to control where the player will start relative to the XROrigin3D if you use the "Local Floor" reference space. The "Stage" reference space (the default) can be a little unpredictable, because the XROrigin3D is placed at the center of your play space according to your headset, and it can sometimes decide that sort of weirdly :-)