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Eric

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A member registered Dec 30, 2020 · View creator page →

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Interesting. I tried environment fog a bit and couldn't get a nice effect it.

Thanks for the info! I was planning to implement MR (thus the spatial data request). I also realized I had the rigidbody player turned off in the build submitted so the player can just walk through obstacles. 

Thanks for the feedback. Like others I only ended up having about 12 hours to actually work on everything over the course of the jam. I was hoping to get it all sorted work in mixed reality so it would turn your home into a graveyard with skeletons chasing you, but time was short. I was pleased to get the red light/greenlight mechanic to freeze skeletons, timing system/score tracker and AI Navmesh player seeking functional. I think with a solid week of work I could get things a lot more polished.

Agree with the prior feedback that the game wasn't clear on the task to complete. A survival timer would make a lot of sense. Maybe in the form of a wristwatch? I loved the foggy effect and the movement was nice and smooth. Very impressed for the short turnaround time. 

Agree with the prior feedback that the game wasn't clear on the task to complete. A survival timer would make a lot of sense. Maybe in the form of a wristwatch? I loved the foggy effect and the movement was nice and smooth. Very impressed for the short turnaround time. 

Incredibly well polished for a game jam imo. Agree with the prior feedback about a large range of motion being required. 

If it's not working right lmk. I'll keep working on it and post an updated APK if I can track and fix the bug.

As you walk around if a skeleton gets too close it should trigger a collision that stops the timer and sends you back to the main menu.

https://ebubar.itch.io/dead-light-green-light

Very cool! I really like the fog effect you have. Curious how you implemented that. Its quite chilling!

For anyone interested I've worked a good bit on the game this weekend and have a rough menu system, sound effects for shooting and explosions, an endgame state (so you can actually lose now!) and enhancements to the "time change" aesthetics.  The bulk of the work has been trying to get my head wrapped around Unity's new action-based system for VR as the documentation is tough to get through.  I experimented with adding more motion in x and y and possible rotation, but that QUICKLY seems to induce motion sickness.  My next big update will be implementing some interaction into the cockpit so you have a functional virtual lever to control the back and forth motion and a virtual "pixelize" button for the pixelation of enemies.  Then it will be working on a different weapon system and trying to gamify everything to make it more fun.  

I have been unable to really get this function.  Not really clear on what the gameplay mechanism is or how it works.  I've tried the uploaded zip and the apk attached below and don't get anything resembling the screenshot.

A well formed proof of concept.  Not convinced it relates to the theme but the music matched the aesthetic and playing with scale is a nice VR mechanic.

That's the goal at some point, but no weapon changing at this time.  Eventually I want to make the graphical changes more pronounced but time got the best of us.  I used this as a learning experience for a student that does computer programming.  

Thanks!  If it gets good feedback and a good response I plan to keep working on developing it for a release on applab.