Have a feature request for future versions? Let us know in this thread!
A retro-styled 3D vector shooter, wrapped around the inside of a sphere. · By
Some of the weapons seem to have flat effects and do not hit objects on the sphere if they are too far away. Might be nice to make sure the effect matches the hit distance a bit more or curve the effects onto the sphere or make the hit boxes a bit thicker. This appeared to be most noticeable on the flamethrower weapon.
When teleporting to a new sphere would be nice to refocus on the player ship before giving the player control again in VR.
When the last rock is destroyed if you happen to be on a teleport tunnel you could end up teleporting into a rock in the next sphere. Maybe make it so you need to leave and re-enter the teleport tunnel entrance before teleporting. This way you could avoid the rock in the next sphere. Another option would be to make the teleport field in the next sphere cause initial damage to the rock sitting there and move it away from the entrance.
Thanks for the suggestions!
It's strange that you observe that with the flamethrower, because the damage the fireballs do falls off linearly with distance - perhaps it's because the fire spreads out further, and anything that isn't destroyed is pushed back at about the same rate? We could look at making the push-back rate taper off as well, if we don't already.
Regarding forcing the player view to the ship in VR - forcibly moving the camera around in virtual reality is generally recognised to be a major faux pas these days; it can lead to major instant nausea, so we leave the camera completely free at all times in VR mode. Perhaps we could add an option for those who really don't mind the nausea to enable it if they want it, with a suitable warning.
Outside of VR mode, you can enable camera locking to ship temporarily to re-orient yourself and then free the camera again if you want to by pressing X.
When you exit a portal in a sphere containing rocks and enemies, any enemies that fly into the open portal are destroyed and any rock it happens to overlap is carved out as a neat circle already. However, if you exit the portal quickly it's still possible to collide with the remains; I guess this is a look-before-you-leap scenario! Likewise, you can use portal opening as a weapon, by timing your hyperjump carefully so you destroy some enemies on the other side.