Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Eye of the Temple

Explore an vast and treacherous temple in room-scale VR · By runevision

Wowfunhappy's feedback

A topic by Wowfunhappy created Feb 05, 2017 Views: 312 Replies: 1
Viewing posts 1 to 2
(1 edit)

Hello. I finally got a chance to play through this today. The the whole, it was a lot more polished than I expected of an early build, and I was pretty impressed overall. That said, here are some notes about a few specific sections:

  • In the beginning outside section, where the platforms were sliding atop stone surfaces rather than outright floating... maybe there should be spikes on the stone surface? It felt a little strange to die from such a short fall.
  • I was not a fan of those rolling platforms. The process of walking backward to stay on top of them felt fake, and actually made a slightly queasy (which for me is a big deal, as it's happened before in my eight months of owning a Vive). I'm sure they were created as a way of keeping people within their play area, but, well, I still didn't like them, and I feel like Chyrsallis Pyramid managed well enough.
  • Overall, I [i]loved[/i] the sections where you had to duck and dodge obstacles to avoid being pushed of a moving platform. They were a lot of fun, and just felt great. That said, I had an issue with the last obstacle on the first of these sections, which kept pushing me off when I was certain I had moved out of the way. It took me maybe seven tries to get through, and I don't know why it finally worked.
  • I found the more maze-like rooms with guardian blocks to be annoying, and if I hadn't been specifically testing the game I might have given up in those sections.

Lastly, as much as I love platforming, I feel like there needs to be some sort of additional mechanic to provide game-play variety. It doesn't need to be super in depth, just different. I could see climbing working well, or maybe some very light combat?

Thanks!

Developer (1 edit)

Thanks for trying it out, and for the feedback!

maybe there should be spikes on the stone surface? It felt a little strange to die from such a short fall.

Interesting point. It's a dilemma because I want that section to not feel intimidating while the game and mechanics are just being introduced. I'll think some more about it.

I was not a fan of those rolling platforms. The process of walking backward to stay on top of them felt fake, and actually made a slightly queasy.

I'm sorry to hear to hear that. :( Out of curiosity, did you walk on them by taking backwards steps while facing to the front, or by turning around and taking forward steps while facing backwards? (I learned of the second strategy from the video by Jaysinvialoux.) I don't know if it makes a difference, but who knows.

They were a lot of fun, and just felt great. That said, I had an issue with the last obstacle on the first of these sections, which kept pushing me off when I was certain I had moved out of the way.

That's unfortunate! I wish I could see a recording or something because it sounds strange and I can't really tell what might be going on from the description.

I found the more maze-like rooms with guardian blocks to be annoying, and if I hadn't been specifically testing the game I might have given up in those sections.

Definitely good to know! Could you tell a bit more about what about them annoyed you? Were you send too far back when dying and starting over, so it got tedious? Was it too unclear what you were meant to do, so it got frustrating? Or was it just not an interesting challenge in the first place?

I feel like there needs to be some sort of additional mechanic to provide game-play variety.

Yes, I agree! I have a few simple ideas I'd like to implement. I won't discuss them here so as to not influence your expectations before you get to try them. Might be a little while though.

Rune