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Linkira Studios

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A member registered Jun 08, 2020 · View creator page →

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Great player feedback!  I set an auto rotation towards the objective due to being spawned differently, that somehow affected the initial rotation of the turning lever.  They also dont reset after game, which was just an oversight.  I really appreciate you playing and commenting!

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I was going for full rigidbody positional changes, but ended up with too big of variation.  Like he would float all the way to the ceiling, fall all the way down and Impulse all the way back up.  Getting it to hover wasn't feasible in the time constraints. So went with transform moves and a fake load.  

I think I might keep working on this project...  thank you for playing!

Good control room, I like how every button did something a little different and eventually you got moving. Similar to my game, but multiplied quite a bit. The train sound pull felt really good. The cubes were an absolute PITA. Too small to really grab after falling and I'm not color blind, but a few looked like they overlapped quite a bit.  I also got to the fire wheel, turned one way, tried the other, I couldn't figure it out.  Nice levels outside, cool serious shit warp speed.

Didn't get to play too long, but implementing a Crazy Taxi in VR was an excellent choice.  When I stood my head stuck out of the car, so didn't even know there was an inside for like 3 minutes.  Super fun and hits the right arcadiness.  As others stated, great menu room too!

I played a few times, the ducking section was a little low for me. The turret was an easy pass for me with the door nearby you could also grab.  I think generally having a mechanic where you have to use one hand at all times is kind of cool.  I don't think I had an easy time switching hands.  The pillow was kind of cool too.  Nice job!

Having walking characters, dialog, voiceovers, climbing mechanics, force push all wrapped in one was pretty cool.  I got to the top of the first part and got teleported, and couldn't really find a good path to go after that.  So not sure if I actually delivered it.  Character was a little tall for me, so was scrunched up. I think there was a tree tied to the VR headset. Also the force push button was a little further out than my reach. (are you like 7ft?)  Nice view!

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Super well executed, best gameplay loop so far. Dual wielding the grappling hook and cannon was fun. Didn't take too long to figure out the longer you press the further it goes.  Also you only get busted at 3 cops, so plenty of time to figure it out.   Got a 47 high score.  Wasn't fast enough for the drone though.  Great job on that intro menu scene, so much better than the one I did while still iterating on the valem template. The hooks, are they line renderer + config joint?  Just great job! Also "Porch Pirate' may be the more select name.

Nice concept and executed pretty darn well. It looks like the packages shrink and disappear with some hidden trigger behind the sleigh?  The shooting and animation was cool.  Had trouble shooting further and didn't have stick movement so could really only shoot one side for some reason.  I liked the animation on the weapon too.

oh like a teleport type shader?  That would be cool.  Thank you for trying our game!

in your opinion, all shadows?  Or only have one source?  


In v0.1.2, I removed some cameras which really helped framerate, but not quite there yet.  I was thinking next was to combine some meshes, but could try no shadows too.


Thank you for playing!

Sound effects were fixed in 0.1.1.  I put all the info on level audio on the wrong audio manager instance. So worked in editor, but on build the main screen manager takes precedence.  Thank you for playing!

I tried to maul the slimes instead of catch them.  It was odd to put them back in the box when the volumetric light was next to it. Pretty cute slimes, I also got only one back in the box.  Great job for a gamejam!

Cool hands, excellent job with the minimap and the sound FX.  The doors and steps were really good.  I did get a little motion sick, but got a chance to explore the castle and found the crafting room.  Couldn't find an ax tho, so didn't make much progress on the Trojan horse.  Getting those colliders for a spiral staircase isn't easy, so great job on putting that level together and with decent framerates!

Thank you Tankop, I just added v0.1.2 that makes a good pass at the framerates.  Tris are in the right range, the drawcalls are still a bit high.  Appreciate the feedback!

Tell me about it, Oculus quest builds needs its own limitation and testing.  So I went through and made some changes to the APK, seems to run pretty decently.  Not as great as PCVR, but not too bad.  If you get another chance v0.1.2 might be worth checking out to see some other levels.

Thank you for the feedback. The APK was the last thing we put together. I'm thinking its the additional renderTextures that are causing a lot of draw calls.  I'm trying to figure it out at the moment to improve the frame rate.

Excellently theme aligned.  The city was cool to walk around.  The models of the parents, baby, and characters were nice too.  I let the first baby bounce and i felt really bad, the rest I caught in nets.  It did get a bit boring waiting for the pelicans.  Maybe adding an element of frogger with traffic combined with the pelicans catching would be cool.  Could it be done in any order?  Very enjoyable experience.

As others commented, the tutorial button may have been its own button on the map, I found it and got to play. Another idea could be on hover show what each button does.  I did get a self collision error and first time got bumped super high, and the other one flew far away from the game arena.  That being said, having a cool turret defense in front of you and adding powers to them with flyovers and drops was super cool to watch.  Altogether great job!
Also like that we had similar lines of thought on the title =) Excellent promo image too.

Congrats on finishing the game!  It was fun playing it. My score was $91900.  I liked the general concept of destroying things and causing damage. The Poofs and Bams were a nice touch to show the zaniness. I would have liked to go into the room and do the damage too with maybe a hammer. Super market sweep in that office space.  The box was vastly inferior to the bowling ball.  I would also add the big high score should be visible while playing.  Maybe put it on those cool hands you have.

Nice game, the controls and gameplay were rather intuitive.  I did try and open the mailboxes and drive the delivery car, but doorsteps worked.  I could see this being expanded on more and being pretty fun.  Especially with achievements tracked, like furthest thrown, or quickest speed. The gnomes breaking were a highlight, well done on that.  Amazing job finishing 3 levels (4 if you count the starting scene) in such a short time frame.

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Hey Folks, v0.1 was the submission, it had a bug where the music wasn't playing.  It has been fixed in 0.1.1.  I also attempted to make the quality build settings a bit higher.  PCVR does seem to look better. But unsure if it really fixed the APK.  No additional content added.
Based on the FPS feedback, I went back and made changes to fix the Oculus Quest APK v0.1.2.  Disabled some extra cameras and changed out level 0 to not include the 2k tris Satellite.  Seems to run a lot better.

No absolutely, I did the APK at the last minute and the compression is all off. Thank you for playing!  =)

Several people noticed the same bug, so probably not you or your equipment. In my trailer I also tried to throw two at once and they just sort of plopped down with no velocity.  I'll research it more. Thank you for playing! =)

Thank you! It was a lot of fun to make, I'm looking forward to improving this one with some more options. Thanks for playing! =)

Thank you for giving it a shot, I had another player that had difficult with the HTC vive. I created the 0.1.6 to try and help, but didn't get to verify.

Thank you! High praise considering your game as well =)

Definiately a good idea to look into.  We kept it that way due to the theme.  We need to move that bookshelf to be more in front. It was troublesome in playtesting, but ran out of time. Thank you for playing and providing feedback! =)

Totally!  HP and damage by book type is a definite must add. I appreciate you commenting and trying our game! =)

This is my own, thanks for asking! https://www.youtube.com/c/LinkiraStudios/featured

Read this! Words to your Face!  Thanks for playing my game =)

Thanks for kind comments!  More variety would be fun, levels, difficulty ramp, more spells, perhaps teleporting to different areas.  This also helps with gauging reception to see if should take it further.  Thanks for playing! =)

I'm so glad you liked it!  The backwards on a right stick is a must.  We did identify that could be an issue during play time, but ran out of time.  I'm thinking the next iteration we put more bookshelves around the room (front 180 arc) so you summon them from across the room to use on the ghouls.  That way you don't turn away from the action.  Also maybe a more exponential curve and enemies that have health bars too. Thanks for playing! =)

I'm so glad you liked it!  Another found the two at a time bug too.  Thanks for giving my game a shot =)

You can technically leave the boundary and float around and still grab books from a fair distance away.  I think if we were to expand it, we would add perhaps a chill walk around and interact, a few different maps, and self activated wave start.  Thanks for playing!

Thanks for giving it another chance! It wasn't too often I grabbed two books, but I think I noticed the same thing.  I wonder if thats a me bug or the XR Interaction Toolkit preview bug.  I'll look into it more.  Thanks for playing =)

Pretty cool! The drinking effects are cool and the voice and movement of the speakers draw you in.  I like the easy restart being B.

Ok this game is really fun.  Its kind of like the mr Bullet game on android but VR.  Love the little reticle on the hand.  Environments are cool, the UI FX is neat.  The sound wasn't quite working on my Quest through AirLink.  I had a hard time with level 3, the snap turn made it difficult to line up exactly.  But super cool concept and a lot of fun.

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Thanks for giving it a try.  I went into unity and checked the OpenXR plugin and created a build that way.  Mind giving it another go? I don't have the vive to give it a try myself. v0.1.6 is the updated copy.

Walking into a cave with minimal light and a one time use torch is indeed a scary endeavor. I loved the little back story/direction billboards.  The climbing was top notch.  I couldn't get the back flare slot to work for me and I didn't really have a direction to go in the cave system to play it too long.  How did you make such a deep cave system so quickly? Its marvelously done.

There was something about this game which was a delight. The diaper removal and addition was spot on.  The oops and fart noises were funny.  The crane arm was really well done too.  If you hit the button it ejects the baby for those