The game is fun, but personally, I would have added some kind of sound cue to know when a new piñata appears hehe
Yeray101
Creator of
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Thank you so much for playing the game! I'm glad you tried to experiment with the powerups even though some look kinda menacing because that's the point: trying different things even if they look harmful because "death is only the beginning" (wink, wink hehe).
The thing is that we considered checkpoints because my sister tested the game and she didn't like the fact that you had to restart the game when you died, so we settled in including the "easy mode" so you could retry the levels by themselves but then not counting for the final time score. At the end of the day, we wanted the game to resemble Super Meat Boy but also to have the "roguelike" mechanic of trying to reach the end of the game without dying, so we stuck to that idea even though it could add a little bit of frustration at some points. To compensate, we also tuned the levels so you could find alternate routes if you are more of a patient/explorer type of gamer and also help players that don't like high-reflexes kind of games but also rewarding speedrunners/daredevils type of players that just want to breeze through the levels as fast as possible hehe.
First of all, thank you so much for playing the game and for the feedback! Yeah, it's true that the last traps are really difficult, and that's by design hehe. For example, there are small hints on those platforms from the lava level so you can identify which are the ones that will break, but we also made them not stand out so you could either try that puzzle the safe way but losing time there or trying to speedrun it but maybe fail. Our next game wont be so difficult though, I swear xD
Ps... If you're willing to try it again, pay close attention to wobbly meshes and a very subtle amount of smoke particles that come from certain platforms ;D
Thanks for playing the game and for the feedback! Indeed we left the powerups a bit more ambiguous so that the player could have an "ahá!" moment when realizing which was their functionality, but we hinted at their use with traps that forced the player to use them properly (at least the first time hehe). It's difficult to design a game without using explicit text explaining the mechanics, but we thought it was worth it to see if we managed to realize this "learn by doing" concept ^^
That would be neat! In any case for point 3, I think that the correct thing to do would be to make a PCVR build, but make the project Android-friendly too (Restrict physics, use forward shading, restrict AA to MSAA only, disable HDR, use instanced stereo, etc.) so it can be recompiled for Android later.
Projects tend to work well in all headsets if you target Quest/Quest 2 and then port to PCVR, but there are some instances where other headsets will crash at startup too, especially when using plugins/frameworks such as AVRF D:
Hi everyone! I was wondering if someone is interested in making a VR project for this jam, more specifically made with Unreal Engine.
I'm a junior game designer making a VR portfolio for PCVR and Quest 2 and I'd like to develop a VR experience for this jam, so if anyone is interested in these platforms too, post in this topic and I will provide my Discord so we can start planning something ^^
One last note: I live in Spain, so my time zone is GMT +1 aaaand well, if you speak Spanish you have extra points :D