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hilightnotes

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A member registered Jul 26, 2019

Recent community posts

Hi! Unfortunately it still did not work. I've heard from many developers how much of a pain it is to set Reverb G2 controls. It is baffling to me that this is such an issue created by HP on the backend. Anyways, feel free to let me know of another update if you want me to test it, I'd be happy to, keep me posted :)

I did try making my own SteamVR binding by the way, but didn't have any luck with that either.

this is my calling

The opening scene was very pleasant!

I was playing on HP Reverb G2 and unfortunately the controls did not work so I could not continue. (I could not grab the flashlight).

If you would like to try and get controls working for G2, I'd be happy to test any builds you send my way and let you know if they're working for me.

Hi, I tried this using HP Reverb G2 (PCVR headset).

The opening screen was very pretty!

Unfortunately I could not start the game at the menu. I think my controllers didn't even show up (I can't remember for sure though, maybe they showed up and just the buttons didn't work. If it would help you for me to confirm one way or the other, let me know and I can do that).

I wish for developers' sake that it was simpler to add G2 controller support! If you add support though, that will be cool :) If there's any way I can help through testing builds or anything, let me know.

Hi I played through some of this (I think for about 5 minutes?). I'm not sure if it was working fully, or maybe this is how it is, but -
At the opening screen it worked that using my keyboard produced sounds.
Once the journey started though, my keyboard was working in that it produced visual effects, but it did not contribute any sounds. And I felt that was missing and I wasn't so engaged after that.

Lovely creation, and whether it's a glitch or a feature or a result of WIP, I think if that sound is working so I'm making sounds throughout along with the music, that will be a really nice experience!

I played on HP Reverb G2.

This was really engaging and awesome and disturbing and fun all at once!

I spent quite a long time, I like connecting pieces into structures even if they're silly structures, I get very engaged haha. In the picture the top pentagram I have attached is the 5th one up.

Sounds good!

Just a follow-up, I got it to work by forcing SteamVR to take me through room setup, using OVR Advanced Settings, as described here: https://www.reddit.com/r/HPReverb/comments/kvd3m9/comment/gixybqw/?utm_source=sh...

With the SteamVR boundary setup, everything worked great on the G2.

Of course most users will not know to do that. I saw below you mentioned you're looking to support OpenXR, I imagine that will solve the issue for the average G2 user! :)

Hi it seems, at least for me, boundary detection is not working for the Reverb G2 headset.
I have a WMR boundary setup, but when I load into Tea For God it shows me as having only a tiny square of space (I'm guessing the smallest default space).

(1 edit)

Tried on Oculus Rift S. I was unfortunately stuck in the floor! (Very low down, head just barely above the floor). Oculus reset position function didn't do anything.

Enjoyed it!

My pleasure, good luck with the development :)

Thanks for letting me know! I gave it a go. By the way I played on Rift S, RTX 2070 GPU, approx 2.5m x 2m playspace I think.  Here's my thoughts:

Game ran smoothly. I liked the pyramid section much more than the training grounds. I think there's room for this to be differentiated more from Tea for God, but also could learn some things from it. The spaces in the training room especially felt a bit TOO impossible, ie. I was feeling the 'walking in circles' vibe a little too much. I think more dynamic objects like elevators and other things that make you feel like you're turning a corner into a new area would improve that a lot. I think what I liked more about the pyramid section, other than the general aesthetic being better, was that it felt a bit more mysterious and I think it was more often that I turned corners into something a little different from where I was just walking. 

Overall it's a good start! I think if you expanded in the direction of exploration and puzzling and looked to innovate the fledgling 'impossible-space genre' in those areas, you could really come out with something interesting, and it would be differentiated from Tea for God!

Oh and I liked that you could actually fall in a couple parts where you were walking across a pathway crossing a pit that was inside your playspace to fall into. I of course had to try walking on air, and sure enough I fell, and it was a little scary and intense xD I liked it, and it made me actually nervous about falling after that. I do think though maybe you'd want some option to make for a non-intense fall, for those prone to motion sickness (but I liked the regular/intense fall, so I hope you leave that in as an option at least even if you do make a 'comfy' option!)

My pleasure, yeah I enjoyed it :) Thanks for sharing your list. I have one other game to suggest, that I'm not sure would go on your field research list but maybe. Called Host. https://store.steampowered.com/app/828240/HOST/ 
From what it sounds like it's similar to the last one on your list, in that it doesn't use portals or non-euclidean geometry. It's a roomscale game on Steam that requires you to have ~3m x 2m playspace (I think you can get away with a little less). But it utilizes the space really well, with beautiful art and immersion, and uses 'sinking through the floor to a new layer' as its form of redirected walking. It's very short but very enjoyable imo.

I have a Rift S (And don't have a Quest :p). Ah that is great to hear! Looking forward to giving this a try I hope!

Hi I'm really intrigued by use of impossible spaces in VR! I love Tea For God, if you know of that one. I was wondering if you have any plans to bring this to PCVR, with a detection of the available play space to enable play in rooms that have wired VR but some space to walk around. Tea For God and Shattered Lights are two good examples of VR games with impossible spaces that each have different solutions for enabling play in a defined roomscale space.

Hello! I tried it again, movement worked (if I remember right I just had to press in the analog sticks and swing arms). But once I was in the room I couldn't figure out what to do. Only the phone and fridge were intractable from what I could tell, but picking up the phone didn't do anything and there was nothing in the fridge. I think I tried to interact with everything. Any ideas what I was missing, or if there was a glitch?

Gotcha, yeah most likely it will be equivalent to pressing in the left/right thumb sticks or something to that effect. It will be some days before I try again but I'll let you know when I do :)

Enjoyed this. Uncomfortable (in a good way). Briefcase towards the end that you can pick up was a bit clunky of an object, only small criticism I have. Minor nitpick.

Hope you keep creating :)

Hi I think this didn't work for me? I am on Rift S and had Steam open. The game opened but none of the controls seemed to let me move and I was in a dark area with one wall and a green door in front of me (but not right in front of me, I couldn't get to it). I waited for a bit (it was spooky, with a shattering noise every so often!) but I think nothing was changing so I closed up.

Seemed potentially interesting though!

Really lovely! Would be nice to have an option to turn off sfx (like hyperdrive and clicking sounds). 
Also I am confused how to go to the deep space systems, or when it will decide to go to them. 
But it was a very pleasant experience, thank you.

Hi! Would love to play, but I seem to be missing my hands (ie I don't have any video camera or anything). Any ideas what the problem could be? I'm on a Rift S

Gotcha, makes sense! And my pleasure, thank you for making it I enjoyed it lots like I said ^^

Really beautiful! I enjoyed it a lot. A couple bits of feedback:
- In the first section towards the end, there's the voice-over, I wanted to be able to understand it but it was a bit too muddy with effects (I was using good headphones). I could only understand a few words.

- I kinda feel like that psychadelic 'oily' effect that gets stronger towards the end of the last section would be better if it wasn't tied to the HMD, but instead existed in the world independent of you and just moved with you, but not with your head movement.