Like others experienced, I was unable to install the original apk that was submitted for judging, so I'm unable to give it proper marks for rating.
I did play your newer version so I can give feedback on it!
The audio was good. I like the story telling that you built into the game. I REALLY appreciate a fade to black transition into a new scene. It makes it so much less jarring.
The scene in the woods did suffer some major framerate issues. I don't know if this is caused because your environment game objects aren't set to static, or if you just have so much foliage that it overwhelms the GPU/CPU.
The hands themselves didn't seem to align with the controllers. That's just a matter of adjusting the hands in play mode until they feel a little better in terms of controller alignment.
Overall, it's a great start! It looks like you tried to fit so much in during this jam. For future jams, I'd say scope it down a little bit, and also watch out for optimization. Lower framerates are a big trigger for motion sickness.
I hope you keep it up in these jams! I'm sorry your original build couldn't be installed, but these types of things happen to everyone during jams. Thank you again for joining and I hope to see you for the Halloween Jam!
Play game
Touching Grass's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Summer Spirit - Does it capture the spirit of Summer? | #11 | 1.633 | 2.000 |
| Overall | #12 | 1.306 | 1.600 |
| Sound Design - Was that bump in the night the perfect SFX? | #12 | 1.225 | 1.500 |
| Aesthetics - Does the game look great? | #12 | 1.429 | 1.750 |
| Use of Theme - Was the theme incorporated well? | #12 | 1.429 | 1.750 |
| Enjoyment - How fun is the game overall? | #13 | 0.816 | 1.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Good effort. The audio dialogue worked well. I could see this becoming a solid experience given enough time to work on it. I know I had to cut alot and compromise on many things just to get my project submitted in time.
I tried to play the game, but the controls were problematic. The turns were also very fast. After turning on my phone, I teleported somewhere. I saw something black on the ground, followed it, and suddenly the black thing fell. Then I died, too. I didn't quite understand what to do.
I can't really give marks for the jam submitted game, but I did play the post jam version. Im also using hurricaneVR so I noticed a few things that also cropped up early in my game that I had to tackle. The hand orientation is off you need to update the angle of the physics hands I believe so that it lines up with the controllers. Also when I loaded into the outdoors map, you had two instances of the XR Rig running which I believe is where all the issues are coming from. The controllers are driving both XR rigs and they are in different places in the map causing lots of issues with picking up and interacting with objects. Its also probably why there is significant slowdown when the game is played because its trying to render both cameras and inputs for two xr rigs.
Couldn't get this to upload and work on the Quest.
Looks like the build hasn't been signed and won't upload to Quest as there's no valid Certificate. So it's not due to the same unity package ID like the others, but it needs building with a valid keystore...
Played the updated version. Here's my notes: The tent bugged out on me on one go. I exited and tried again and got through the days, then they just reset back to day 1. Some mention of monsters, but I didn't see any. I found I had a pistol and a bow and arrow, with nothing to shoot at. In the menu scene and the first room, my physics hands were rotated incorrectly. In the outdoor space, they seemed okay.


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