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Kip

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A member registered Apr 05, 2020 · View creator page →

Creator of

Recent community posts

That's awesome! Thank you for checking our game out, double thanks for this very nice video!!

Thank you!

Thank you!

The multiple stamping doesn't effect the gameplay.

I think it's because I didn't write the instructions clearly. When a worker's performance is too low(indicated by the bar) you have to fire them by throwing them into the bin. The game will wait for you to do that, regardless of if you stamped the to-be-fired employee correctly or not.

Hoped that helped!

You can also ignore the directions on the paper, you'll just get a buzzer warning

THe game have three scenes, not counting the animation sequence and intros.

To progress from the office scene, throw box employees into the wastebasket until it fills up.

Thank you! Could you mind telling me how it's not working so I can fix it? You could try slamming the stamp on the paper

Thank you! Your game was incredibly polished as well!

Thank you so much!

Thank you!

The idea of surviving a disaster is pretty cool! I think this idea can be expanded more, maybe into a complete game

Thank you!

Awesome game! I still can't figure out how you made walking on a planet so smooth

At first, I didn't understand how the movement works, then I read the comments and tried it again, The locomotion system is definitely innovative, and I got used to it after the first level. The paiting mechanic is very solid, and the environments look stunning, especially for the Quest 2. Great game!

10/10 would get shot again

The graphics looks amazing, the sound plus the clock shatter effect is really cool!

The black tutorial environment feels pretty special and new!
One thing that I didn't like was that the weight blocks' physics are a bit slippery and I couldn't get them all on the weight. Also I accidentally dropped one of the hints and it became pretty difficult for me to view it as the clock didn't reset it for some reason.
But overall, this is one the most polished game here! It's insane how much you did in such a short time frame

Cool experiment! From the video I recommend that you could a bigger/deeper hitbox or stabilize the oar to decrease the chance of misinput

Thank you!

I'm assuming you meant the spaceship scene? We should've tuned the shake down a bit, haha XD

Incredibly fun and fast-paced
The controls are weird at first but you gett the hang of it after about one level, after that it feels really cool just force grabbing guns and jumping all over the place.

Nice! reminds me a bit of the original teardown.
The movement speed feels just right for a game like this. The only thing I think should be added is some sort of snap turn, then the game would be perfect!

The video is really nice, fits the rest of the theme really well!
The gameplay feels a bit simple though, or maybe I just haven't figured it out

But the visuals, sound are all amazing, if not a bit loud

When I launched it, it just crashed. Maybe it's an openXR bug?

 I am using Oculus w/ oculus Link

Thank you so much! The artist of our team really just made whatever she wanted with no restrictions, and I tried to match it as closely as possible in VR. We actually made a rigged box model with more expressive and cartoony facial expressions, but that was unfortunately cut because of time constraint.

Fun!

beep boop

Each time I create a new project I just pull this up: https://docs.unity3d.com/Manual/xr_input.html

But this still only works about 50 percent of the time... Unity whyyy

Please download version 1.3.
We fixed some bugs and added support for more controllers, especially SteamVR ones

I updated the game with Valve Index support.
Download 1.3 and check if it works now!

The art style and feel of the game is spot on! The feel and sounds of the dispensers made them really fun to play with. Although the fisheye effect made me a bit nauseous(probably intended) it is a really cool effect!

Seems like this is a universal issue with Unity OpenXR. My game also can't get index triggers to work

Also it would be great to tell me what other buttons are not working:

Can you grab the glitched cup? or set the floor height?

I'll try to get a fix out, making other controllers work in OpenXR is always so annoying!

The game looks amazing!

Nice game! Although in some parts my hands will get stuck, but the shatter effect is really satisfying!

The swiping feels really nice! Although my hand got stuck in a couple of places the cards feel really fun to play around with!

OK! Thanks

I didn't understand the rules completely. The jam says you can use code from old projects, but then says premade assets aren't allowed? I'm kind of confused. Are we allowed to use Store assets such as FinalIK?

Seems like some weird issue with Unity's new input system :( There are like 5 different ThumbstickPressed and TouchpadClicked in there

@pirijuamps Hey, I updated the build. May you check again if it works? It's the Update 1.1 Vive Fix

It could because the vive controllers uses different input names. I'll try to get an updated version in asap