I made a VR game!!!
Did you know that you can make a VR game during the LDJAM? That's what I did!
One of the first screen of the game
I'm pretty proud of how it turned out and the quality of the code, since I'm absolutely not a web developer.
I called it a Horrific VR puzzle game. There's actually not much challenge in it, everyone should be able to finish it in about 3 or 4 minutes. It's mostly focused on mood and environment.
I decided to make it in VR, because why not! I own a VR headset (the Rift) so I could test the game with all the different settings.
Since it's using A-FRAME WebVR framework, it's VR from within the browser, that means no installation. That also means there's fallback configurations if you don't own a VR headset. Good points everywhere.
Since it's designed for VR, I could emphasize on visuals and feeling more that on story or original gameplay.
I also managed to make a game with minimal instructions (there's literally no text if you don't look at the recommendations).
I strongly recommend playing the game before continuing reading if you don't want to spoil yourself. Here, I describe the use of the different levels:
The game itself is pretty straightforward, find the right cube to progress to the next level. But I didn't tell this as they were introduced using common gameplay elements spread over the levels.
- There's only one thing in the room. No distraction. The player look at the cube to pass the level.
- In case the player hasn't understood what was going on, we do the same thing but with three cubes. He has to look at the one on the right hand side to pass the level. Now he knows that not all cubes works the same.
- Same as 2, but with 8 cubes. Now the player should already have understood the concept! For now the right cubes are randomly selected.
- Cubes are now disposed in circle all around him. The game takes place in the entire room and not just in front of the player.
- New cube alone, but this one doesn't behaves like the first one. It grows really big with a saturated noise to make the player uncomfortable. Then a drastic change in the environment and sound ambiance occurs. It's now really oppressive with red lightening and music. VR makes it even more disturbing.
- Motion have been added, but the goals are the same. Here we can make some more difficult levels to see if the player can apply what it has been taught. Same for the two next levels.
- Now the player has to think a bit. Because the cube blinks, the player can't follow it before it disappears again. He has to anticipate where it will appear, because there's a pattern ;). Patterns are common in video games.
- Now that's just a mess. Cubes flies through the walls. There's actually only 16 different cubes.
- Game ending
Thanks for reading so far and I hope you'll love my game as much as I loved making it.
I made a post-compo version of my game that fixes player height, check my page: https://ldjam.com/events/ludum-dare/40/bright-vision