It is not VR, try other buttons
SHMIAM, SWEYET, SSSSSSS!
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It plays very untraditionally. Requires 2-6 players since there’s no matchmaking. With this one I wanted to see how a game that provides user feedback entirely via spoken audio queues feels.
Essentially, after a player joins a lobby, menu/ui is handled entirely via numpad functions (press 4 to hear your current health, etc.), right click to hear what’s in aim and how far away (west wall 5.43, etc.), otherwise the game has got relatively traditional FPS controls, but an emphasis on players having to use their ears
Full controls are as follows:
G : FLASHBANG
LEFT CLICK : SHOOT
RIGHT CLICK : INSPECT
0 (NUMPAD) : HEAR OPTIONS
(1-9) (NUMPAD) : DO OPTIONS
WASD : MOVE
MOUSE (HORIONTAL) : LOOK / ROTATE
Insanely well made for two weeks! Very fun!
- loved the camerawork during the intro
- enjoyed the custom pieces, they all felt very balanced
- Cool sense of style, roguelike elements were very well designed
If you're keen to expand the idea more I think the AI could do with some more work, I'd like to see them try to setup plays by predicting my next step, since currently they only seem to try to look for things they can take. Also, I think I found a bug with one of the mega units, for whatever reason he wouldn't move from his spot.
(Cannot comment with pasted image for some reason, so here's a link https://ibb.co/CWMH191)
Cool! I really liked the sound design. Plus, this is super impressive for learning shaders. The nausea shader at the garage was particularly interesting in helping the tone while being an original approach imo.
I did find myself losing twice after opening the garage door, then not losing the third time. This felt kind of frustrating because I essentially took the same route to the kitchen on the last two. So that could probably be a little more forgiving.