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IanLindsey

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A member registered Jun 09, 2023 · View creator page →

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You can still build the game for the Quest with Unity personal, so it’s best to make a build of your game for the Jam like the other entries 👍

Nice little fun MR experience!

There were a couple of issues for me... 

Firstly, I'm left handed so it would've been nice to have the option to change the gun hand.

Secondly, I was stood next to a wall when I started the game so the bubble spawner was technically outside the room. So it spawned bubbles outside of the room and I couldn't shot them as the walls would be in the way.

Other than that, a nice, enjoyable MR experience.

 It's always a pleasure playing your games Greg :)

Bit weird - but I couldn't start this one up. 

I loaded the apk to the device, but it never showed up on the apps list - I tried a few times but it never showed up. I used SideQuest and it said it uploaded ok, however it was never visible in the unknown sources list like the other jam games... 

Nice simple concept and well executed - great work! Something that can be easily added to with more varied ideas.

I liked how it was paced, not too frantic but you had to think about your shots. 

I would've liked to see snap turn in there so I could play it seated too. Also, it felt unfair that I would be given gun colour near the end of a level that didn't have the same colour target. So I had to miss shots to force a colour change, but that impacted my accuracy percentage.

Nice concept where the visuals and level design could really be pushed further in the future - great job!

Nice little visualisation and well presented UI.

However, the repeating whoosh noise was a bit annoying. 

Congrats on getting something complete for the Jam :)

Like Greg - it looks like that start of something, but wasn't sure if there's anything to do in this game. 

I was asked for access to the microphone, so wasn't sure if that was anything to do with it or not.

Nice there's a working watch in there though!

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Really well put together. Even from the start, the music, the atmosphere, the feel and interactions of the hand had plunged into the world. I really like the subtle physics of the hands as you push against things.

I got a bit stuck at the start as I got the book but didn't know I was supposed to put that in my backpack (or even that I had a backpack at that point). It could do with more guidance at the start.

I'd say overall the game is too dark, there's some nice dynamic lighting but I think the ambient lighting still needs turning up so you can see things better.

I like solving the puzzles, however they were a little frustrating more than satisfying. Like some candles I can light with my hands, while others that look similar, I can't. I spent quite a lot of time wondering around not knowing what I should be doing and eventually got stuck.

Overall though, really well presented. Not sure it fits the optional theme for the jam, but a great project. I think it needs to guide the player more and perhaps some optional hints to ease the frustration at times. Really enjoyed it though and would like to see this progress further. 

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I didn't rate this as it's just a unity scene, right? Plus there's no context to what other packages etc... you need for it to work.

I appreciate the effort and it might be early days in the VR dev journey, but you probably want to at least make a build of the game so it's playable for a Jam :)

Great stuff - and yeah, that's impressive for two days!

I know time is always tight on these things, look forward to seeing an updated version.

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The voice acting and script was top notch - it REALLY is masterful and far exceeds many published titles out there! Great job!

I always look forward to Beard or Die Jam games - you're never quite sure what you're going to get out of that head of his, but one thing for sure it'll be packed with self aware wit as sharp as a freshly polished razor.

I did enjoy the experience, however I also watched the trailer, which in a way, kind of spoilt it a bit because I knew what was coming (perhaps the trailer should've been a lot shorter and not contained a full run through...)

Superb scripting, and the voice acting is purely amazing and the overall idea was very entertaining.

I understand time is always tight on these things, but I think I would've preferred more interactions 'in the room' and more events happening. I see that a lot could be added to this, but the feel and pacing of it was definitely on point and the humour definitely hit!

Was it scary? Well... it was more creepy than horrifying I'd say, and I didn't feel like I was under much threat.

Overall, another VR masterpiece - I really enjoyed it and a memorable experience. I'm going to play it again in a minute. Great stuff!

Great looking game, and the torchlight was really well done.

The main obvious issue with it was the movement speed. It took ages to get the greenhouse and when I was walking back with my gas canister, it disappeared!

Seemed like there was a day/night thing with the shadows, but the confusing part was that the sky was always dark, so unsure if this was a shadow effect, or a day/night cycle thing.

Still, overall it was an enjoyable experience and the look and feel of it was really spooky. However, the movement was so slow it made it very time consuming to play.

Nice, simple game concept - but works a treat... REALLY nicely presented and clean art style - very polished!

I did find playing was a bit laborious, some of the objects felt too far to reach in time. It all felt too low too, it would've been good if they bounced up so they were closer to the eye-line.

As Toreador suggested, using hand would've been a good addition too (I know it's probably a time thing for the Jam) but perhaps a shield in one hand and a sucker gun for collecting gems might be cool. Just to add more variation to it.

Overall, very well presented game and really cool idea - I enjoyed playing it!

Good solid entry to the Jam this one...

I can see a lot has gone into this, so kudos for that!

I was a little confused what was going on at first, but after a few play throughs I got the idea. I didn't think I could attack the guys as I had no weapon, but it seems you can melee them - and there's this 3rd person mode to special attacks.

I found the light shards from the windows had collision on them, so it was annoying that I couldn't run through the light, so I got stuck on them sometimes.

I killed all the enemies, but it seemed like there was no results or conclusion. I tried going out of one of the doors, but they didn't open, so I'm guessing there's no end to it unless you die.

All in all, great job! Lots of effort certainly went into that and it's a good solid game. Loved the bats flying around too, nice touch!

I really like the look of this game, had a spooky atmosphere and the fog effect worked a treat. 

I also have similar comments as ToreadorGames, the obvious things were the torch was way too yellow and the game over screen was 2D & massive and too close to the camera...

I wasn't entirely sure what the goal was in the game until I encounter the ghost the first time, but I'm guessing it's to avoid it for as long as possible. So it would have been nice to have a brief explanation at the start, and perhaps a timer for how long you survived.

All in all, great job on the Jam - a really spooky experience!

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The game has a spooky atmosphere and was well presented.

The title screen didn't move in relation to where I was looking, so all I saw was a black screen at first until I turned around and saw the title screen.

Wasn't sure why spatial data was required for this game (If you're using Meta SDK, then untick Scene option in the Permission Requests On Startup in the OVRManager). I was expecting an MR when that popped up...

I liked the witch and the environment generally. I wasn't sure if you needed to reach the witch or anything, but it seemed like it was just a survive for as long as possible type thing - which is cool, but it would've been nice to perhaps have some sub-goals in there too.

I felt it was a little too easy though, you could move faster than the skeletons so I can always out run them and kind of look at them while running passed the side of them.

I enjoyed playing it, it's a great achievement for a Jam - all the environment, sounds, music and logic were all solid. Good job!

I've seen this one before, but it's great to see some updates on it :)

The concept is cool and it's great to set  up a mini golf game in your room - I enjoyed it.

I would say, I'm not sure about placing the items using look - I would have preferred to point and click with the controllers so I have a bit more control over it.

I did find my room got crammed pretty quickly with all stuff as they are pretty big. I feel some of these things could be smaller. 

Great to see progress though, it's certainly heading in the right direction!

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Sorry, I couldn't upload this to my quest - I get this error:

RowinsQuest3.apk: /data/local/tmp/_stream.apk could not be installed [INSTALL_FAILED_UPDATE_INCOMPATIBLE: Package com.UnityTechnologies.com.unity.template.urpblank signatures do not match previously installed

This is usually because the package name is using a common one in the player settings... So it thinks it's the same as another game previously installed.

Looks interesting though, shame it didn't upload to the quest, but it'll be worth changing the package name 'com.UnityTechnologies.com.unity.template.urpblank' to something unique to your project so it doesn't happen in the future.

Like others, I had a bit of trouble knowing what to do. I'm guessing it's like a platformer and you've got to reach the end goal, but I wasn't sure of the mechanics. Seemed like I'd just fall off every time no matter what I tried.

I feel some in-game instructions would've been great. I see from the screenshots there's a grappling hook thing, but I really wasn't sure how this worked.

Still, looked like a nice concept and great job on getting it all done for the Jam.

Looks great and a unique concept!

I had a few issues with this game though...

First play, I wasn't sure what was happening. I didn't know I had a gun available until I read the comments on here... So basically the first game, I was running around with just hands wondering what was going on!? I think the gun should be in your hands to start with.

Second play. I looked down and great - there's a gun! Oh, it's on the right - but I'm left handed... So I picked it up with my right and passed it over to my left, but then I fired it and it launched itself over the floor and I couldn't recover it.

Third play. I grabbed the gun from the right hand side with my left hand so it wouldn't fly out my hand. I then took three shots and it looked like I had no ammo left. I wasn't sure how to reload then... so I couldn't complete the game.

So, I didn't have a great experience unfortunately, but it certainly looked great and the concept itself looks cool.

Impressive amount of content here - great job!

The overall atmosphere and feel of the game was great, but I did feel the movement speed was too fast, made me a bit sick.

Some of the interactions were clunky, I'd sometimes be interacting with something then suddenly be propelled onto the roof of the building!

Some of the game elements are really nice, but I feel for a Jam entry, it's probably best to make them a bit easier to achieve. Also, some of the art styles didn't really match, so it had realistic looking hands and environment, but then the inside of the buildings were flat shaded and a little cartoony. Not that it's a big issue and didn't take away from the enjoyment of the game, but it was quite noticeable. 

Overall, a fun experience and a fantastic job - nicely done!

Really great concept and well executed! Nice arcade feel to it too... I see lots of elements could be added to this.

The gameplay is really well balanced and it all feels solid - great job!

A few detail points I'd suggest:

- When the enemies appear, they suddenly stop dead. It'll be best if they eased to a stop.

- Auto-fire might be nice as the fingers were getting a bit tired, especially after repeat play

- Be nice to have pick ups, like shields and power ups etc... 

Overall though, superb concept and really well done - a really playable game themed for the Jam. Great job!

Nice start of a bowling game, looks promising...

I did have severe framerate issues on the Quest 3 so it made it quite hard to play. It certainly needs optimisation.

Nice environment and feel to the game though, but seems quite unfinished . 

It didn't really fit the Jam theme from what I could see, but great work on getting this far with it.

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The concept is pretty cool, I think I've played this before but it's had an update for this Jam.

The riding mechanic is cool, however it seems to take a lot of explanation at the start. It might be worth trying to simplifying the controls if you can. Perhaps have it either two handed or one handed, but not the option of both, it's quite a lot to take in at the start.

I had fun playing it, but I did experience a bit of motion sickness with it, especially at one point where I fell down into the sea off a cliff!

Overall a nice concept and well presented, great job. Good to see there's a voice tutorial, that helped a lot!

(One minor thing, I did notice the apk is almost 700Mb! Not sure what is taking up the space, but it looks like the resources could do with some optimisation)

Another masterpiece from Bread or Die 

Unique & funny - Absolutely loved it!

I tried the newer upload, but still the same problem unfortunately. 

The environment looked great and hit just the right amount of atmosphere.  Felt like it needed a few more things in there though to add more detail perhaps...

The swords unfortunately were uncontrollable. I'd pick them up and they'd face completely the wrong way, then would rotate in a really weird way. No matter how I moved them around, I couldn't get them to point outwards to hit the enemies. Which, kinda broke the whole gameplay side for me. Also, the movement speed was insanely slow - I know it's to reduce sickness etc... but it was so slow that it seemed like there was no point in having movement at all given that speed.

However, I still carried on can pretended the swords were ok and that the movement was faster to then gauge the rest of the game. The enemies were cool actually, and the music was s a great addition. The overall look did gel together nicely - but ultimately, the swords and movement just spoilt the experience in the end.

I was playing on a Quest 3 if that helps debug anything. The swords was the main game breaking thing, not sure what you're doing code-wise, but couldn't you just attach them as a child of the controller transform given a transform parent on the sword itself as the offset?

All-in-all - great visuals, good concept, shame about the swords.

The tech side was cool on this, the burning fires and how they spread leaving charred remains was very done.

As for it being a 'game' as such, it looked like time was a big factor here. Like Beard or Die, I didn't encounter any threat or enemies and for me, it seemed like an interactive demo where you could burn down your camp. 

The texturing, shaders and lighting where great on the camp itself (although it did clash against the environment in the background which was more of a polygon style). I also thought the ladders might be climbable, but they weren't - so I just burnt them all down :)

For me, performance-wise I was getting big pauses every couple of seconds - not sure why, but it run fine for a while then periodically stutter and hang for a bit. Was quite impactful, and noticeable enough that it effected the whole experience unfortunately. 

The grass looked like it was having a lot of fun dancing though :)

All-in-all, the fire burning and spreading was a great showcase on this and I think given more time this would make a great experience. Nice work!

Nice VR experience, I liked that there were a few things to do before driving off in the vehicle, although not sure how relevant putting pics on the wall was. The world felt big and lots to explore, however not much in the way to guide you  wasn’t sure if it was just a sandbox, or there we places to go. There didn’t seem like there was an overall goal…


Few detail things that could be improved on: 

The snow particles were way too bright and as you started moving they’d all flood into the vehicle too.

When picking up the pictures to put them on the wall, once you held one, the player turning controls were now rotating the picture instead. This was quite annoying as I couldn’t use the snap-turn to then turn around to put them on the wall.

The vehicle didn’t seem to collide with the landscape it was driving on, so I would go straight through hills and all that.

Still, all in all, good experience and I like the way it progressed and was cool when driving around. Wasn’t entirely sure how it fitted the theme though. 

Yes, SideQuest is what I’m using to upload it to the headset. 

Nice game - I liked it!

The throwing mechanic was really cool - however, I felt the knives always went too high and could've been better to have them aim slightly lower.

I would've liked the enemies not to have gone too close to the platform you're on when going up the ramps, it felt a bit unfair because I couldn't hit them from there as they were going up.

Was well presented, the environment was cool, although it could have done with a bit more lighting - seemed a bit too light for being in a dungeon.

I was playing seated, which worked well and like I say the throwing mechanic was really cool - but turning around to see the flame was a bit awkward while seated. It's just a minor thing, just a little something to consider... 

Overall an enjoyable game - great job!

Despite the plea I did play the Poo game and not Clip Clop (I've played that one before anyway...  :) )

I quite liked this, it's wasn't that annoying to be honest - although the music did get to me after a while...

I like the black silhouette look of the big environment, especially the bird in the distance. To be honest, I didn't really pursue with the actual game much, but I did like to have a wonder around the environment.

However, it did look like the camera clipping range needed to be bigger, some objects were clipping out too close.

Nice entry & great visual style.

Great Jam entry - really atmospheric and the audio is fantastic (although, I did miss the humour side of your other stuff, but I know it wouldn't have worked in this).

Very well presented, the lighting, textures and effects were spot on. 

I did feel the crystals were a little too easy to destroy, the visuals looked like they were hard and solid, I would've expected to have to take several swings at them to destroy them - but it  just took a gentle touch.

Couple of minor bugs I encountered, firstly when you throw the light stick, it can spin uncontrollably and looks quite wrong. Also, when I lit the last torch, the pathway visually opened up, but I couldn't walk to it - looked like the collision was still blocking it. I managed to still complete the game though by throwing the torch at the last objective.

Those are just minor things though, like I say, the visuals are stunning, the atmosphere is spot on and the audio is just fantastic - great job dude!

Worked ok for me. I used to APK rather than the PC version, so perhaps it's slightly different?

I managed to complete both wires, it didn't seem too tricky though, just pushing forward on the joystick seemed to work fine. The climbing ladders worked well too and was good there were handles at the top.

It did feel like it needed some kind of win acknowledgement or something - perhaps a start menu too, just to make it feel like a game rather than just a scene.

There were a couple of rendering things that we quite jarring - firstly, there was no antialiasing, so the pixels flashed a lot at a distance. Secondly, the shadows were really low resolution causing big black vibrating blocks on the surfaces. 

Still, a good idea. I felt it could be made a bit more tricky and definitely needed some kind of end game, or score to give the player an incentive.

Unfortunately, this didn't load to the headset. I got an error (see Image)

I think it'll be worth changing the package name in the player settings as it looks like it's still using a common one and is conflicting with something else.

I enjoyed playing that, I like the way the story progresses and it's got a good pace to it. Great job!

The presentation was great and the game had a good feel to it. However, there was a disjoint in styles between the hands & weapons compared to the rest of the world. 

I did find it a little too challenging when it came to combating the enemies - there wasn't much in the way of feedback when hitting them, so I wasn't sure when attacked landed. Also I felt you died too easily, looks like two hits and you're dead - seemed a bit harsh. Would have been cool to have easier enemies to start with, then build up the difficulty as you progress.

Still, great submission - worked really well and led the player down the path perfectly. The climbing parts were well done too, other games they can be annoying, but they worked great on this. Nicely done!

I'm not convinced it's interesting to find that out, but I certainly would have preferred it if it was something that the game told me about at the start. 

The shadows can be improved in the Project Settings->Quality section. Set the Shadow Resolution to 'Very High' and reduce the shadow distance to whatever looks best for the game (smaller the distance, the more detailed the shadows will be).  Set 'No cascades' too... Hopefully that'll make the shadows look better in the game. Also, on the shadow casting light itself, just reduce the strength a bit so they aren't as dark.  

Alternatively, considering you're on a flat plane and the asteroids are mostly spherical, you could just cheat and render blob shadows for things, which will be a lot cheaper and also kind of look nicer in the end...

As for the screens, yeah, it was all of them - they always appeared behind me, not sure why? I tried resetting the view, but still had the same outcome. It kind of looks like it's displaying the menu in the opposite direction to what I'm facing for some reason... 

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Nice idea, the concept is really clever and I like the unique steering method by targeting the right altitude - that's a really cool idea.

In practice though, it was quite a hard game to play and I felt it might have helped having a more of a game friendly HUD to help with the navigation as the text weather report was quite a dry way of putting it. Also, given the balloon ride itself made me feel quite queasy (and I was sitting down), I also felt I had to remember all the altitudes and directions they'd take me relative to the compass and it was a bit too much to take on. It was on the edge of being too difficult than fun for me...

I do think the idea is really cool though and I think presenting it in a different, more player friendly way would work wonders on this game... Maybe particles nearby showing the wind direction, or some faint arrows in the sky that become more obvious the closer to get (just thinking out loud here) - but I feel it needs a little more help to the player to cross the bar of it being more fun than difficult would be great on this.

Also, I feel there should be a limit to how fast the balloon moves - currently, it can reach speeds that make me feel quite sick. I think the game will still be really playable if there was a much slower limit to the balloon and perhaps sub-targets to reach before landing on the land target directly. 

Overall a really great idea with just a few practical issues getting in the way - a great job though!

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That was fun - I enjoyed it! Simple concept and well executed... it's really playable!

It does feel like you could expand on this quite a lot, but it's great as a starting concept and shows just how playable a more enhanced version would be.

Here's a few things that spring to mind that can be improved on:

- Have the bullets slower so it's more like you have to predict where the asteroid is going rather than a straight on direct hit

- Have asteroids split (like @ToreadorGames suggested). I mean, you could probably get away with just spawning two smaller asteroids half the size without accurately splitting the mesh.

- I didn't really feel much of a threat when playing the game, so adding some other objects at ground level might help to give extra threat in the game.

- I think this game would reach awesome status if you had two massive guns, one in each hand... imagine that, two massive cannons and you can double up the intensity of the asteroids & other threats!

Plus a few minor things. I feel you need to increase your shadow resolution in the quality settings, it's very low resolution and noticeable (don't worry, the quest hardware can take it!). The muzzle flash is quite distracting and it feel like it needs reducing. Also when pressing the settings & achievements menu buttons, they appeared behind me - I didn't see them at first.

Overall, a really fun and enjoyable game - a simple, clean idea done really well. Great job!

Nice balls! Quite a simple project, but quite relaxing and well presented. I think it would've been really nice to have some ambient music and a bit of audio in the experience too.