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Wavemaker's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.509 | 4.509 |
| Audio - Did the entry make good use of audio? | #1 | 4.545 | 4.545 |
| Originality - How original was the entry. | #1 | 4.636 | 4.636 |
| Fun factor - How much fun was the entry to play. | #2 | 4.545 | 4.545 |
| User experience - How well was the user interaction implemented. | #3 | 4.364 | 4.364 |
| Theme incorporation - How well did the entry fit the theme. | #3 | 4.455 | 4.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- This was just so good!
Godot version used
4.7.2
Required OpenXR features
Controllers
What device(s) was used for development
Steam Frame
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Comments
Wow, this one is suuuuper fun! Definitely one of my favorites. The only level I wasn't able to beat was nr 8, but thanks for giving the ability to jump to any level, which let me see the rest of them. How did you do the water simulation? Anyway, I loved the concept, and the environment, and, of course, the remote control boat. Great job!
The water shader was stolen from the godot demo projects compute texture demo. I modified it a bit to add vertex displacement and to read the values back in cpu land so I could use them for the buoyancy stuff. It's open source with the repo link on the game page if you want to have a poke around.
Level 8 was definitely a spike, I think I might remove it after the jam!
Really original and the splash mechanic was great! I was able to run this on my quest 2 but I exported an apk from the source since I'm on a macbook (needed to set export/convert_text_resources_to_binary=false bc the scenes didn't load properly otherwise).
I did run into a bug where the RC boat got stuck accelerating if you drop the controller while the trigger is held.
Glad you were able to get it working. How was the performance on quest 2? I'm surprised that it was even tolerable.
yeah the fps was around 30 but other than lag on level start it was still playable for me (completed all levels)
btw congrats on 1st place, well deserved!
Cool concept. I think something slightly weird about how the buoyancy physics work with the cellular automata ripples that I think could be tuned better, or maybe swapped out with a more detailed surface wave sim of some sort.
Worked pretty well on the steam frame, though for some reason the eye matrices were slightly off making the picture warp. Wasn't bad enough to stop playing but odd, dunno if anyone else on a steam frame experienced that.
Bastiaan mentioned the warping as well, apparently it is caused by a bug in godot when foveation with subsampled images is enabled. I'll turn that off and will upload a build with it tomorrow.
My Playthrough:
This was just so cool and unique! It made me smile a lot while playing, was super fun to play and solve the puzzles, everything was basically almost perfect, amazing visuals and environment, great sfx and song, super intuitive controls and ways to interact with the puzzle, beautifull looking water and water phisics, RC BOAT <3, + 3 vibe points for adding Linux, WiVRn and Godot plushies! The puzzles were also quite fun and interesting.
Random Suggestions:
This could be such a cool full vr game, so many puzzle ideas and variation potential, could be fun to play with friends in multiplayer as well for sure!
That was amazing to watch, thank you! i think you're the first person to realise you can pick up the speedboat, and also that it also works when out of the water.. I should really fix that...
I originally had the wake starting directly under the speedboat but it caused problems with it tripping over its own wake, and just bouncing on it all the time, even while stationary. Starting the wave behind the boat was a quick hack to fix that.
Fair Enough :D Still, amazing work!
Brilliant! Awesome water physics!
Loved the game. Will just save this game to play in freetime, very cool!
Random suggestions:
Multiplayer would be quite a challenge with the way the water works and sending the heightmap or at least the wave sources over the network, but it would be cool!
If the way you simulate the waves is deterministic you can always send just the various events (actual player interactions) so that you don’t actually have to syncronize the actual phisics state, I was reading how some games like teardown do this and it seems like a really cool way to approach multiplayer, tho I’m still new to it too so take my advice with a box fo salt XD, would be sick indeed playing this with friends :D
I did get experimental multiplayer to work in https://hiina.itch.io/mushi-lantern (which also happens to use a gpu-driven cellular automata you manipulate to indirectly affect things). It does authoritative multiplayer; clients still run their own simulation but the host sends any changed state over in snapshots, which get lerped to on the other clients. So even if there is slight nondeterminism from floating point or timing or whatever, the clients converge. For this sort indirect/imprecise manipulation, it seems to work well enough you don't notice the lerp.
Brilliant
The water physics was an instant hit. I liked playing in the water, but in VR! Great game.
Damn, another banger. I had a big room to my advantage so I cheated a bit ;)
Played on Windows Quest 2 Steam VR.
Could not get this to run on windows with meta quest 3. No error message, game just freezes on loading screen
Yeah for some people that happened to my game last time as well. If you try running it a second time it can sometimes fix it.
edit: I guess if you're keen you could run it from the editor yourself, the code is open: https://gitlab.com/DanielKinsman/wavemaker
I can confirm. Running it a second time made it work for me.
We figured out it might be this godot bug so I've updated the desktop builds to use forward+ instead of the mobile renderer, if you give it a try and it works, please let me know!
I genuinely had a really great time playing this. Super fun. I played all the levels and then the sandbox.
I really liked your game. I hate you for getting a Steam Frame before me (waitlisted) but I am really happy to see it being used for game design already. My only critique is I would like a toggle to hold for the controller instead of just holding down the grab button but that is because I am on a Odyssey controller so I don't have finger tracking.
The wave physics is spot on and I love how the speedboat jumps over its own wake. I spent a ton of time in the sandbox mode at the end just having it doing figure eights around all the other stuff. Great job.
Thanks! Finger tracking on the controller would be a great idea, wish I had thought of that! I don't have the straps yet though.
A stationary VR game, seated or standing. Make waves in the water to save the stranded, adrift tug boats.
For the best control, wait for the waves to die down first rather than filling the pool with choppy and chaotic waves.
Requires VR controllers. Squeeze grip to pick things up, everything else should be explained enough in the game.
Source Code
Attributions for third party assets and code used
If it freezes on the splash screen on first run, try launching it again, there is some bug with Godot.