locksmitharmy 2024-04-15 22:36
scary, great work. a VR game for a game jam is ampitious, im impressed.
Foon → Ludum Dare Explorer → LD55 → Summoney (VR Only)
By shadowbrain
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 3.76 | 15 | ||
| Fun | 3.50 | 15 | ||
| Innovation | 3.73 | 15 | ||
| Theme | 4.19 | 15 | ||
| Graphics | 3.92 | 15 | ||
| Audio | 3.03 | 15 | ||
| Humor | 2.79 | 14 | ||
| Mood | 3.38 | 15 |
scary, great work. a VR game for a game jam is ampitious, im impressed.
I don't have a VR setup to try this on but needed to comment to say that I love how you made a VR game for a jam. That's some serious skill right there. It's a shame I can't play it because the screenshots love great!
i like the name and like the art but sadly i cannot play it, will there be a PC version in the near future?
Just gotta let you know that I instantly fall trough the ground as soon as I spawn in and its looping, I dont know if thats the same case as for when using VR glasses, but Im pretty sure that this shouldnt be happening
Liked the atmosphere, good job!
plazed the whole thing! some really nice ideas in here. I like how I can cheese a few puzzles by just shooting things instead of summoning the obvious solution, makes me feel smart xD. I had the most issues with the firs puzzle to get the key. I think figuring out that the demon spawns on the highlighted area and that the summon is mimicking your hands took me a bit. Also I have issues reading the text in the book but that's just a general vr issue I guess. Very nice art and puzzle design.
Was worth the effort to dig out my headset to play this!
It's really cool you made an actual VR game for a game jam, you don't see that very often. I enjoyed the puzzles, although I got stuck at the start a long time because I couldn't figure out how to get the demon to pick up the keys. After that the puzzles were all fairly easy, but were very satisfying to do. The assets look great, I was surprised when I got to the end and it mentioned the assets were all done during the jam, I had assumed these were premade assets!
I hope you are able to find 20 people who have VR headsets to review this
Yup, all me, all during the jam! I've got some WIP shots up on my twitter too: https://twitter.com/TheShadowBrain/status/1779107379918913713
Cannot play it, but I really like this general idea and I want to draw spells with my wand to cast them in VR! This idea seems so flexible, using a glyph recognizer perhaps it could even be upgraded to hold a button > tip of the wand lights up > draw a symbol > release button. And to make use of VR's strengths, the symbols you draw in the air could be volumetric, not just flat (e.g. you might be required to draw, like, a tetrahedron), which could be sick.
Also, making a VR-only game for a jam is a bold move, I salute you!
I wish I had the setup to play this, but I watched through the playthrough--great job with everything! You attempted a lot in such a short span, and what you accomplished is impressive! Please let me know if you make a PC version!
I recorded some footage that I need to edit (long chunks of not playing the game, like for changing controllers and stuff), and I stupidly forgot to make sure the microphone was recording too. Oops! I'll get that to you when I can so you can at least watch what I was doing.
So first off, everything here has a "but it's a jam game so it's understandable". Everything here is quite an accomplishment for a single weekend, and nothing I'm saying is meant a harsh criticism.
I tried it first with vive controllers and two problems - first, locomotion. Vive controllers have touchpads instead of joysticks, and lightly brushing against them would send me zooming around the room. (More on locomotion later, this is just why I had to switch controllers.) Second, they don't have an "a" button, so I just gave up on them at this point. You're in good company - Phasmophobia had the exact same problems, which is why I also have index controllers.
On index controllers, the biggest issue was that the resting position for my hands was an awkward position to hold the book and wand. But the buttons all worked as intended so I stuck with these. (I also don't have a third set of controllers so it was going to be one of these two.)
Bunch of issues here. Joystick to continuous motion is really a bad idea. Teleport is a lot easier on the stomach, which is why it's seen as the best practice default motion for VR. I noticed you did a good job making sure I couldn't walk through walls so I wondered if you might have done smooth motion to avoid problems there. (In a pinch, I would have preferred the teleport option with an honor system for the walls.) If you still want people to physically move through the space, I would suggest a ski pole option like gorn, where you drag yourself through the world by swinging your arms. Might need to make the world smaller.
Wall detection was strong and I couldn't break through them even by pausing the game and moving in my actual room. (Putting my headset on the ground would let it clip through the floor, but I didn't see a use for that even if I wanted to cheat.) But it was also a bit too strong, so I couldn't move close enough to gates to look through them, for example. They would push themselves away from me when I tried, which added to the motion sickness. For that, I would recommend vignetting the field of view or even blacking out the screen. I can think of good examples if you want. (Haven't done VR in a few months because I haven't had the space.)
There was something weird with the floor, especially in the suspended bridges section, where if I was looking down at my feet, I couldn't step up onto things. I had to look up to step up. Looking down and trying to step onto things would even push me back a bit like trying to look too closely at the wall.
I did end up feeling a bit too motion sick by the button / cheese puzzle, so I'm taking a break there to write this and then I'll watch your vid and see if I should go back for more.
Tracing was a little weird and wouldn't always register. The wall drawings would usually start upside down, which might have just been a controller thing. The biggest issue was the star - do I need to start in the right spot? Because it's rotationally symmetric except for how lopsided it was, and the lopsidedness of the one in the book didn't seem to match the one on the wall, so I would just keep going around until it registered. The others were easier to tell where they started and stopped.
The imp also posed some issues. He'd spawn in walls sometimes and the first few times I got him to spawn on the other side of the gate, he would zoom back across the gate towards me and then not be able to cross back. Not sure if it's intended, but what finally worked was him spawning above the cell and then coming down.
No real issues except that I had to quit the cheese one before I could solve it. One thing I want to call out as really cool was hitting the spikes respawned me where I could see the target :thumbsup:
Ran out of room right as I was finishing, but to conclude, good work! Could use some tightening up and polish and such especially because small mistakes in VR can so easily cause motion sickness, and because when people are in VR, it's hard to do things like check guides and stuff, but it generally worked well and I was impressed by the types of puzzles you were able to put in that work in VR in such a short window.
Okay, I watched the walkthrough, and: - OH! It was a sponge! Okay, yeah, that makes sense. I wasn't sure how cheese was going to help. - You were doing a lot of summoning on the floor, which I found awkward, which would have also helped with the sponge puzzle. - I solved several puzzles with fireball that were intended to be solved other ways, which means you made an immersive sim. Congratulations on making an immersive sim :)
I did intentionally make the puzzles solvable in multiple ways! :p
But yeah it is generally designed with index/touch controllers in mind, my old vive wands are in a box in the closet somewhere and not usable because I've got 2.0 base stations up haha.
I do know teleportation is generally nicer but it's a bit more involved to make it "fool proof" so to speak, people tend to cheese things when they can just teleport around...
The book does have little numbers indicated where to start/end the tracing but I agree it could've been a bit more clear.
@shadowbrain "The book does have little numbers indicated where to start/end the tracing but I agree it could’ve been a bit more clear." I got that part and it works fine on everything else but it doesn't work on the star at all because the symbols show up facing an arbitrary direction (based on head position relative to the wand? Not sure) and the only thing that might indicate which way it's facing is that one of the points is slightly bigger than the rest but I'm not even sure the same point is bigger in the book and on the outline.
Ah no the rotation is based on your look position, it just does a trace from your eyes and where it hits a wall/floor it'll make the symbol point.
I did all the editing and then couldn't get the video to export successfully and I needed my computer back, so here is a screen record of the preview of my edited video.
https://youtu.be/Weq8pQexgIg