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hiina

18
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1
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A member registered Mar 08, 2020 · View creator page →

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Cool concept with real jumping, and having in-game calibration was nice. Would be interesting to add more platformer gamey things like the waving your arms to double jump; wall sliding, charge jumping, dashing, etc.

Simple but nice. the teleport angle also seemed a little broken for me but worked well enough to find everything. I do like camera games in VR; like guns but nonviolent.

Nice doggo, haptics on the petting nice touch too. I couldn't get him to jump; guess I need more training.

Nice drum. The reverb and spatialization is always good in VR. The raycast lasers appearing while playing is a bit distracting; could move the menu somewhere else or tie it to a button.

Interesting concept; 3rded that I couldn't figure out the first scene without instructions. Clever mechanic for sort of synchronizing breathing. One interesting thought I had in the same direction (VR meditation trainer) is that tracking is sensitive enough you can pick up breathing and even heartbeats just from the head and controller pose data; so in theory you could have the user put a controller on their chest/diaphragm, and do the right signal processing magic to get the data out.

Interesting pretty fully worked flower shop sim; has the full loop in there. Unfortunately on PCVR index controllers the grip threshold seemed broken; it was extremely easy to drop stuff on the ground and annoying to pick back up.

Nice dome and environment. It ran okay on PCVR; but certainly those shadows are expensive; could bake them if you're okay with a fixed sun. I wish the happy flowers counter UI wasn't stuck to the headset; a wrist UI or at least a smooth following the head would be better I think.

Hmm, I couldn't get the throwing to work well on PCVR index controllers; the ball just pops out roughly normal palm of your hand when you let go of the grip at a set speed, rather taking into account your hand movement. Nice environment and music though.

I like that you can actually use the reel. cranking things is really satisfying in VR, even if a little janky.

Funny sound effects like others say. I like the idea of fast arcadey fishing with lots of visual feedback.

Seconding the really nice haptic feedback for dialing things in. Pretty hard to actually find the constellations visually though; I think the magnitude scale is too compressed; either dimmer stars should be smaller/dimmer, or brighter stars even brighter/larger. Holding up the cards to match was physically difficult for me (shoulder issues); would be nice to have a raycast from head or hand option too.

I do like VR games you can play while reclined. Nice implementation of the concept. The audio set dressing and shooting stars adds a lot to it too.

Very nice. God's eye view is underutilized in VR. I would like to see the "grab the world" style movement (in e.g. townsmen VR or brass tactics), but this works well enough as is.

I like the blobby toon water shader a lot.

Nice concept and set dressing. A deeper clay sculpting simulation would be pretty satisfying in VR I bet, especially with finger tracking; a lot less messy than the real thing. It's a shame the 2018-era explosion of VR sculpting program has cooled off.

I like the cat-size world scale. The physics seemed a little buggy; as I slowly moved my way over to some things I got tossed into the air instead of the object. Good concept though; I think with enough object density (katamari damacy-level) it could be quite fun.

comfy environment, if a little spooky (not sure if intentional). I like how well the xr-tools holsters and pickups work out of the box. The gameplay reminds me of the hours I've spent planting stuff in the Valheim VR mod; it works similarly, with some other mechanics (can't plant things too close together).

Nice aesthetic. I also couldn't get the jogging in place working reliably on PCVR; it seems you have to hold the joystick forward and also move your head around? Good concept though. Little planets compresses space nicely in a way that could make armswinging movement or redirected walking compelling.