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Feedback comments for LD34
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| Timestamp | Since previous | Game | graebor's comment |
|---|---|---|---|
| Dec 15 04:14:00 | Sluggy's Fruit Emporium | Game ran fine for me without any problems, and I quite enjoyed it! Touches like seeing the eye blinking in front of my field of view and the fact that the arms intentionally don't precisely follow the controllers actually made me feel like a human wearing an alien suit, stuck on some planet where I can't communicate, trying to figure out what people want - like I was infiltrating their society. Great idea to have the non-VR camera pointed at the shop from outside, so much of the charm comes from having another person able to see you flopping around as the creature. Also, showing the actual vive controllers transparently was a very good call, I felt comfortable with my "body" being bigger than me since I could still see a representation of my real hands. <br/> <br/>I know how difficult room-scale VR stuff can be to work on, and it's so rad how much you got done in only 3 days, so forgive me if you've already thought about this stuff but just didn't have time to implement, but here are a few crits that came to mind: <br/> <br/>- It was difficult to know when I was able to interact with something because at first I didn't know if my tentacle had to be near it or my actual hand. <br/>- I would highly recommend highlight states for when interactable items are in range so you know when pressing the trigger is supposed to work. <br/>- It took me a while to figure out that you had to give them the right thing before the money even became interactable. Some way of visually differentiating "static money" vs "money I can pick up" would have helped. <br/>- When I threw objects they always seemed to leave my hand awkwardly and fall short of the velocity I expected. <br/>- Being able to smack the cash register drawer closed with my tentacle made me expect to be able to smack the buttons as well, just a weird inconsistency. <br/> <br/>Great job on keeping all the interactivity to in-world items rather than tacking unnatural UI stuff on top of your art. And great job overall! Awesome to see jam results from a vive dev! Sorry if this is super verbose or rambly but I figure not many people will be able to try this without the hardware so I wanted to dump my thoughts to try and give you something useful. Cheers! | |
| Dec 15 04:36:00 | 22m 00s | Fallshift | Hello! Cool to see some vive games popping up in the jam. I've got the hardware to try it so I'll give you my thoughts. <br/> <br/>The short of it is, I couldn't play this game for more than a couple of seconds. The space environment looked cool at first (though my fear of heights kicked in straight away) but as soon as I clicked on something and started moving I had to take the headset off immediately due to completely losing my balance and getting motion sick due to hurtling through space. <br/> <br/>Sorry if this comes across as harsh, but I think subjecting people to locomotion like this in VR is really really not a good idea. Artificial locomotion in any form just does not feel good in VR, especially while you're standing up. Maybe you have extremely high tolerance for motion sickness, but I'm certain 99.9% of people who play this will get uncomfortable real fast and not be able to continue - this type of jarring movement can even sour newcomers on VR in general which would be super unfortunate. <br/> <br/>My advice for you in your future VR projects is to think about comfort first (what immersive things can you do in the VR space without breaking the player's 1:1 agency over their own body/position/orientation?) and then figure out your mechanics from there. This game feels to me like a non-VR game concept haphazardly attached to a VR camera rig, with nauseating results. <br/> <br/>Again, sorry for the harshness but I think with new tech like this it's really important for VR devs to be honest and up-front with each other so we can all learn and improve. That's my brain dump, hope it helps you. Cheers! |
| Dec 15 04:40:00 | 4m 00s | Amidepet | I've got a vive and would love to try, but I'm not familiar enough with unreal to use these source files. Would it be possible for you to post a build? |
| Dec 24 03:20:00 | 214h 40m | Meowtastic Present Panic | Very cute art and music :) |
| Dec 24 03:43:00 | 23m 00s | From Seed to Snow | This is amazing, it feels so completed and polished for a jam game. The progression through the seasons is beautiful, and there is enough going on with the mechanics for it to be fun to play a couple of times through. Really great work! |
| Dec 24 03:53:00 | 10m 00s | Carrot Stories | It felt pretty weird to me how the atmosphere and music was so relaxing and peaceful but mechanically I was super on-edge, frantically trying to avoid a brutal death.. aside from that strange juxtaposition this is a very cool result :) |
| Dec 24 03:56:00 | 3m 00s | Rocks, maps, scissors | Great job on visual polish. |
| Dec 30 18:44:00 | 158h 48m | vector escape | Pretty cool! Glad I kept playing long enough to see the level design switchup. |
| Dec 30 18:55:00 | 11m 00s | Tamamystery | I was excited about this being an actual tamagotchi but what you made was so much more cool! Cute characters and lots of little things to find, one of my favs so far, good job! :) |
| Jan 1 18:03:00 | 47h 08m | Bug Plus Plus | Didn't understand at first how the queuing of my input was working, but once I noticed the rotation of the antenna it made sense. Since it's such a vital thing to the control scheme I would have made that effect a lot more apparent. Good work overall though :) |
| Jan 1 22:33:00 | 4h 30m | A years growth | Very pleasant little experience, really love the art! I do agree with others saying I wish the character moved a little bit faster, though I get that you were probably going for a slower more contemplative pace. |
| Jan 1 22:51:00 | 18m 00s | Reap | so so so so rad, this is amazing. the two-handed controls are a really elegant way of including a large number of interactions in a natural way. |
| Jan 2 17:33:00 | 18h 42m | Nomads | I managed to reach warmer lands :) <br/> <br/>It's a cool mechanic, my only gripe is that my inventory would fill up so randomly I would get into situations where I had a bunch of bones I couldn't do anything with yet which would block me from stockpiling as much food as I would have liked to. With more time spent on the crafting system I'm sure you could resolve this slight frustration. Overall it's a really neat little game. I enjoyed the fact that when people slumped over I didn't really know whether they were tired or hungry or both, in a way it really made me feel like I was taking care of them, trying to figure out what was wrong. Also really like the simple way you used the bar to show the cold. Very nice result! |
| Jan 3 17:11:00 | 23h 38m | Grow Your Love | This is incredible! It was a lot of fun to play, and I was amazed at how many minigames you were able to get done, not to mention the menus, music, and details like the jukebox. One of my favs so far for sure, great work! :) |
| Jan 3 17:28:00 | 17m 00s | Initial Conditions | It's a really solid puzzle game with a great difficulty curve, but what makes this game shine to me is the way the mechanics, music, visuals, and narration all mesh together into one coherent piece with a strong mood. Great work! |
| Jan 3 18:24:00 | 56m 00s | AirC.A.T | Interesting way of using 2 buttons :) |