Summoney (VR Only) by shadowbrain

Summoney is a VR-only summoning puzzle game! Figure out how to get to the end of the game by using various summoning symbols.
Here's a playthrough video for those of you interested in the game but who do not own a VR headset.
V SPOILERS! V https://www.youtube.com/watch?v=f0lFDlEndpE ^ SPOILERS! ^




| PCVR build | https://shadowbrain.itch.io/summoney |
| Quest APK | https://shadowbrain.itch.io/summoney |
| Vive XR Elite/Focus 3 APK | https://shadowbrain.itch.io/summoney |
| Pico 4 APK | https://shadowbrain.itch.io/summoney |
| Original URL | https://ldjam.com/events/ludum-dare/55/summoney-vr-only |
Ratings
| Given | 37🗳️ | 3🗨️ |
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!
I hope you are able to find 20 people who have VR headsets to review this
I've got some WIP shots up on my twitter too: https://twitter.com/TheShadowBrain/status/1779107379918913713
Also, making a VR-only game for a jam is a bold move, I salute you!
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.
### controllers
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.)
### locomotion
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.
### summoning
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.
### puzzles
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:
- 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 :)
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.
https://youtu.be/Weq8pQexgIg