Hey, thanks for the feedback. Yes, a lot of the difficulties here were made intentionally, but I also saw from comments that it also created confusion. Will develop and put more visual clues/references in there in the future to improve the experience.
la.ri.fa.ri
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Really appreciated your comments! There are some really helpful points here. Will definitely put more thoughts into those areas in the future development, like setting up a reference to reduce the reliance on the parcel, and finding the balance between approachability and alienation.
For the VR medium, I would love to see more games that are unique and native to this medium, and push for what's possible.
I will look into the drawer issue in the Beat area. Sometime the drawers get closed by accident (like when the player collider accidentally touches the drawer collider). For now I'd just reopen it by pulling it, but will address this issue better in the updates.
I don't have the guts to play horrors in VR myself. I totally get you lol
Really appreciated the feedbacks! Point 1 and 2 are probably by design, as you are set off, you'll likely be able to see inside objects you originally can't see in the normal dimension. You are right about the presentation. Will definitely add explanation content implicitly in the updates so that players won't see them as bugs. I will look into the 3rd point, might be a bug there. For the Beta drawers, I will sometimes travel inside the drawers and then look back, so I can see the buttons from within.
Thanks for the comments. Can you describe the bugs you encountered? Some difficulties might be put in there intentionally. My personal tactics in delivering the packages: 1) grab the parchment in the red the drawer, 2) dial to select the destination dimension (say if it's written Alpha on the parchment, dial and select Alpha on the panel). 3) press the JUMP button, and it will create an "offset" between the player and the surroundings, meaning you can only interact with object a few inches away from you. 4) Go to the destination grey drawer. If your parcel is Alpha and the dimension you are in is also Alpha, then the Alpha drawer section will be lit. Otherwise it won't be lit and wont work. 5) Input the pass code on the grey panel, the code is provided on the parchment, and if the code is correctly input a grey drawer will open. Put the parchment in the grey drawer and then close it. 6) go back to the red panels. I personally will always press the RESET button to go back to the "normal" dimension before taking the next tasks, it'd be easier to do stuff in the normal dimension. During the delivering process, there will be difficulties, since the Visual and the Physical are not aligned. But I didn't have time to test all bugs, it'd be very welcome if you could let me know about the bugs :)
Wow, I really like the set for the medieval town! feels eerie, surreal and unsettling. the devoid of sound only intensified it. though I do need some helps on playing, like I couldn't find stuff to deliver. anyway I was wandering the map for quite a while without knowing what to do. will definitely revisit if there are some instructions.
Hey, thanks for trying it out and giving the feedback. Yes, the difference/offset in distance is by design. I want the player to experience how it is like if the visual input is not aligned with the physical world, and how usual daily tasks can become difficult because of this misalignment.
My personal tactics in terms of playing are: always hold a scroll before pressing the JUMP button, so that you know where the scroll is should be where your physical body is. And to get the next scroll (to make the task easier) I always press the RESET button to go back to the Home World (normal world) first, then grab the new scroll before the next jump.
Glad you liked it! I was quite careful about giving too many verbal instructions, as I feel sorting out the mystery is part of the game, but I will include more visual clues in the updates. You are definitely right about sound design. I found out, for this particular game, sound is crucial, as visual feedbacks are weakened, which makes sound and tactile feedbacks more important, especially sounds. Great advice on drawer mechanics. I really hope to further develop it into a full on game, and see what comments I can get from other players. Cheers!