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tornadre

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A member registered Mar 15, 2022 · View creator page →

Creator of

Recent community posts

Hey, congrats! You ranked way higher this year!

Yeah it was really fun lol, glad you kept it in!

Yep, I'm a dope for the controls!

Thanks so much for the compliment, I tried to make the audio work and was pleased with how it turned out. I'm happy to share how I did it, after all you helped me optimize my Quest build with your tutorials lol. I used Audacity's EQ Curve effect with the preset "telephone" then messed with it a bit after that. Just spliced up a static sound for the radio starting/stopping and that was it!

I appreciate the feedback and that you tried my game!

lol congrats on your baby, I definitely learned my lesson on the controls xD. Thanks for playing!

ohh okay I gotcha, I think the issue there was that there's a slight delay between events, which I chose to do for pacing, but perhaps it was too long, especially when someone like you knows what to do next so you go for it. Good feedback, thank you!!

No worries, and I think the no movement is fine, maybe just a recenter button would have been enough, which is easy enough to add afterwards. Still the rest of the execution was great

Hmm, that is strange! Were you on PCVR or Quest? I'll look into it regardless because that's definitely not the experience I was trying to give the player!

Thank you! I'm glad you enjoyed it :D

Hey thanks for playing! 

First off, yes you somehow messed up your scale lol, you were definitely not supposed to see over the fridge. As for the "reversed controls" that's been addressed and I just didn't realize there was a standard, so it's something I will change after the jam is over.

There was a volume setting if things were too loud for you, but I guess you're saying specifically the sound effects were loud compared to the voice acting? The plane definitely didn't loop correctly which is weird because the actual clip is a perfect loop, but I wasn't able to fix that in time.

Switching to smooth motion after you wake up was not an idea, it was an issue in the template that I had to fix for the main scene, but didn't catch as the epilogue is a separate scene so I'll put that on my list to fix as well, but of course it's meant to have carried over whatever preference you selected up front.

As for the flying sequence stuff, it's plotted so that you'll always be at the beginning of the next "ring course" so I'm not sure if I'm misunderstanding you there or something else was happening.

Thanks again for playing and for your feedback!

Thank you so much! The voice acting was me xD (and my wife for the "epilogue"). I wish I could try your game out but I sadly don't have a quest ;-; based on the reviews it seems like an awesome submission so congrats to you! Thanks for the feedback and for playing my game :)

Yeah if you had to get past the enemies, plant the bomb, and then escape before the timer, or detonate it when you got out, that could have been interesting! It's definitely a solid foundation, good luck!

Thank you! I think that's a general consensus about the collision bugs, something I will definition be mindful of in future :D

I intentionally made this without teleport and added vignette and slowed the movement speed to ease for people who make feel motion sick. For this game the experience was meant to be through smooth locomotion. If that's not for you, I totally understand :)

Hey, I played your game to the very end. It was a very fun game for me, as shooters in VR are usually quite fun. A few things I would have preferred:

-Instead of multiple levels, I think going for 1 mission that was more interesting/had more features would have been better. By the end it felt like the final missions were just the same thing in simple assets (especially the 3 house level).

-Some way to holster your weapon!!!! I wanted to use the shotgun but there was no way I could without running out of ammo and going all the way back to the van to reload. If I could have a sidearm holstered that would have been great.

-Less ammo in the pistol (and maybe in the SMG)...I feel like I shot 30 times without having to reload the pistol xD

-Finally I think the biggest place this game lacked was with the theme. If you added just an element of finding a package from the house and bringing it back to the van rather than moving on from the level once the enemies were all dead, it would have had more about "special delivery" but as it stands there's really no delivery aspect at all, except Agent Eva talking about it.

Still was one of the most fun games I played from this jam! Great job :D

Thanks for the game! Shooting games are always fun in VR. I liked the reload mechanic but had some issues with the shooting timing where a gun wouldn't let me continue to shoot while I still had some shots left. After a few seconds it would let me again, but it wasn't the smooth rate of fire that I think was intended.

Also, the location of the guns felt high to me, like they were in my armpits, but maybe I'm just short? lol

I'd love a little more action to the game...just standing and shooting is a little mundane, perhaps obstacles like bridges the player has to duck under every so often? A more varied landscape would help as well.

Great job! 

Thank you for the feedback and for playing! Did you play the PCVR or Quest version?

Okay, that's good news, so that means it's not something borked up with the build. for the microwave you just need to make sure you went through all the rings, the jar of food is in, the door is closed and the tooltip saying to turn it on is showing (oh, and you can't have anything else in the microwave :D ) then you just press the button. 

A couple other people were saying on the quest they weren't able to get past the trash part, so hearing it worked for you makes me think maybe it was conditions not met, or perhaps finnicky colliders. Thanks again for the feedback!

I loved this game, it's my favorite of all the ones I played (and I played all 93 PC games xD)

I would say a minor downside was that I wasn't able to reach the items and since there was no movement there was an awkward cord pulling moment as I tried to climb over my sofa to get to them xD

The voice acting was great, the story was interesting and the spin on the theme was VERY unique and refreshing. Thanks for the game!

I don't own a Quest so that's why the first apk was so bad. I just built it and said "HOPE THIS WORKS!" and it didn't lol so I optimized and rolled the dice again. Glad the second version worked better!

I think a small chart at the title screen showing the controls is a totally doable idea, and it wasn't about the deadline! I just didn't think I needed it, and I think you're right and I should have considered it more.

Yes, *facepalm* I learned a lot about the "typical" controls for VR. I'm left handed so I didn't really think about it and it had been a long time since I played another VR title. Noted!

Question for you, Ian: were you able to complete the game? Others playing the Quest version said they weren't able to advance past the first checkpoint...

Thank you so much! Yeah the idea of just removing it from the chairs is totally solid. After playtesting it 100 times I got used to where to go xD

I really appreciate that you tried my game and especially for the feedback!

Yeah that's the second time I head about the movement. I had no idea, being left handed. That's a big learning moment for me, thank you for the feedback and for playing my game!

Hey thanks for playing and for the feedback!

-I did  want to address the self collision but only realized it too late and wanted to focus on other stuff first. If you're moving and hit yourself in the face with a coffee cup or something you go flying, which I didn't fix XD.

- I didn't want the player to go through the furniture, so that was intentional, but I could make certain colliders smaller so it's less obvious.

-I AM left handed, but tried to make the game for right handed people, which is why I put the plane in the right hand (I naturally wanted it in my left, and asked a couple right handed people about it and they agreed). HOWEVER I didn't even realize/think about moving with right hand vs. left handed being a handedness thing. Now that it's on my radar I would make that configurable.


Thanks again for playing! 

oh gotcha! I was killing them all lmao

I think it's just an issue with quest that I can't test or fix without owning a quest myself unfortunately  :(

If anyone can play the PC version  it's highly recommended to get the full game as it evolves nicely I think. 

Still, thank you for the feedback and for playing! I'm glad you enjoyed a small portion of it at least! xD

I fell off the ship early on...not sure if that was supposed to happen. Then I was just stuck down there so had to restart. Overall guiding the ship wasn't very intuitive, I feel it was too big. Visuals and sound (voice) were great!

I'd recommend an in game tutorial so people don't have to read how to play here. Once I did though, that was very helpful. The shooting mechanic was very nice, though I didn't really understand the lose condition as I felt like I kept blowing up randomly.

I never knew how to dodge cannonballs, so I wasn't able to play too far into it unfortunately, but I really liked how you handled the flying mechanic!

You can stay in bullet time with time frozen and shoot as many times as you want....I was able to spawn in over a hundred "pigeon bullets" at once and when I let go it was bird **** armageddon xD

A bug: I fell in the water and when I respawned the line had disappeared from the fishing rod

I was on PC and it rendered fine for me

Just here to chime in that I disagree, the chaos made it more fun. The other sorting games had too much moving around and not enough action in my opinion...your game addressed all of that and hit the mark for me for a nice short game but still makes the most of fun in VR

This was (so far) the best of the "sort items and make orders" games that I've played. Instruction were pretty clear (though I didn't know where to find the gel for the acid stuff for a minute).

Personally I didn't like the borderlands style art for VR. It was a bit grating on my eyes. But the game itself was very well executed! Great Job

If you open and close the inventory a lot you can get infinite bugs. Also the bugs started to disappear from the inventory after a couple deliveries. 

I want to make a pun about the game having some bugs to work out :|

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Looks really promising! I had a problem with the lantern, however. When I held it it would wobble all over so I couldn't focus it anywhere I wanted it (or it would be very difficult.) I also had an issue with instructions and what the goal was. Perhaps a more clear written tutorial would be helpful :)

Overall it look really nice, was a nice unique mechanic, and seemed like a big and interesting map.

I've added a (hopefully) optimized version for the Quest platform. Again, I do not have a Quest so I cannot test it. :)

OH! You also need to go through the rings to advance to the next area. If you don't go through the final ring, the trash won't accept the jar of food!

Hey! The food is meant to respawn before the tooltip shows up so that you can't break the sequence of events by throwing it away too early. If you wait until after that it should work, but it could be a quest bug (though the other quest player didn't mention that).

I'm thinking the graphics issue on Quest is poor optimization which I wasn't able to test due to not having a Quest. Sorry about that! 

Thank you for playing and for the feedback!

Thank you so much! I'm glad you enjoyed the game :D

Thank you for playing and for letting me know about the .apk! I feel it's against the rules to try and update the .apk after turning down some settings so I'll just leave it for the voting period and then update it after.  I appreciate the feedback :D

Crazy Taxi but in VR lol