VRtigo by infinitycore
NOTE: REQUIRES VR, any non-phone-based headset should work
Dodge obstacles as you fall down a hole in VR, you do not need a controller, you must physically dodge them
choppy gif not representative of how game actually runs
Ratings
| Overall | 527th | 3.75⭐ | 20🧑⚖️ |
| Fun | 444th | 3.667⭐ | 20🧑⚖️ |
| Innovation | 524th | 3.553⭐ | 21🧑⚖️ |
| Theme | 568th | 3.895⭐ | 21🧑⚖️ |
| Graphics | 973th | 3.632⭐ | 21🧑⚖️ |
| Audio | 912th | 3.194⭐ | 20🧑⚖️ |
| Humor | 1013th | 2.531⭐ | 18🧑⚖️ |
| Mood | 996th | 3.444⭐ | 20🧑⚖️ |
| Given | 46🗳️ | 15🗨️ |
Looking down for too long was maybe a little difficult for me. I'm using the first generation Vive with the original flexible headstrap which has a tendency to slip up on my face while looking down, it turns out. I grasped the headset and mostly solved this issue with no problem, though I ended up with some occlusion as a result. Mind you, I'm sure this is mostly user error :smiley: I got a little dizzy, but not too bad. I'm not usually susceptible to motion sickness. It was very tolerable.
This is an excellent game. I was happy to play a VR game during the jam, especially one that was so fun and polished. Really great work on it.
Oculus Quest 2 with Air Link here.
Some remarks:
1. Game needs setting on where to show score label: on wall or when you look down. Would prefer to see score looking down.
2. It is hard to determine own size: sometimes you need to go through small holes, sometimes you feel you are small enough but hit wall, sometimes you go through edges of the obstacles. Expectation: indication of proximity to the wall and/or obstacles.
Cool entry!
I didn't look down before I hit start so I didn't notice the hole in the ground. I assumed the game would load to the level and start from there. But the message "Look Down" followed by me starting falling after I looked down was a really cool way to start the game.
The gameplay itself is simple, but great fun and instantly understandable.
The obstacles (and openings in them) are easily discernable and with increasing difficulty it gives a noticable rush when squeezing through a tight hole or just managing to dodge one.
I like the controllerless design. Not that using a controller would have been a problem, but theres no need for a controller in the game itself, why require one for the menu? Good thinking.
The graphics are, again, simple but effective. They look good but don't distract from the game which is the best for a game like this, I feel.
Over to sound: The music is nice, it makes sure the game isn't to quiet and sounds good. While the accompanying sounds really sell the rush of falling past obstacles.
I am relatively prone to motion sickness in VR and had my worries, that this game might be bad in that regard, but I had no issues whatsoever. Most likely because I actually moved myself.
Comfort wise it wasn't a problem constantly looking down. The Oculus Quest sit comfortably the whole game and I naturally started to len forward a bit to spare my neck a bit. It might get uncomfortable after longer sessions but this game is not the kind you pump hours into in one session.
The highest score I managed in my first few rounds was 323. And I will keep the game saved on my PC and most likely will play it again every now and then for a few rounds. It's simple, good, polished fund that really benefits from being a VR game.
Great job guys!
I liked this one! The falling and high contrast aliasing (I was on Quest 1) did make me a little nauseous but I thought the gameplay was pretty unique. Maybe the difficulty could increase quicker over time. And I would've liked other methods of conveying score like color changes, sound fx, etc. But great job! An entry to be proud of.