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A jam submission

The Final Ploy VRView game page

Submitted by Luk Lev — 2 minutes, 53 seconds before the deadline
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Play game

The Final Ploy VR's itch.io page

Results

CriteriaRankScore*Raw Score
Fun factor - How much fun was the entry to play.#162.7043.200
Theme incorporation - How well did the entry fit the theme.#192.8743.400
Originality - How original was the entry.#192.8743.400
Overall#202.6033.080
Audio - Did the entry make good use of audio?#212.3662.800
User experience - How well was the user interaction implemented.#222.1972.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Great beginning, like the control scheme, needs more work :)

Godot version used
4.7.2

Required OpenXR features
Hand Tracking

What device(s) was used for development
Meta Quest 3

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Comments

Submitted

Loved the use of hand tracking here and thought the cockpit and planets looked great!

It was a bit hard for me to control though that could be because my hand tracking was a bit off at times.

Submitted

I love the read outs in the ship - they look great! It took me a while to realize that it was hand-tracking only - I restarted it a couple times before I figured it out. Bold choice :-) Overall, it was fun flying around and it had awesome sci-fi vibes - great job!

Submitted (2 edits) (+1)

My Playthrough:

I’ve only seen now after playing that you made a tutorial on the game page, wops XD I did not realize the radar actually worked, my skill issue I guess ahah. The cockpit and screens are awesome! Really like the vibes, drfting around planets is fun once you get a fell for the controls. Had a really hard time opening and pushing the rescue button :/ Nice sounds and environment as well!

Random Suggestions:

  • in game tutorial
  • smoothing of the inputs, it’s wayyy too responsive at least for my liking
  • controller support, would have been so much easier to play :D
  • way more asteroids, maybe even moving ones XD
Developer (2 edits) (+1)

Yoo, thanks for the video of the playthrough! Brought smile :) Actually yeah, the video helped me understand what player expected from controls. Yeah, i kinda expected that i made controls a bit too harsh so did not add any asteroids LOL.

I think my fist detection works only on tight fist, and and maybe yours was not that tight LOL. Yeah, the sos button is clanky :/

But, you know, if you felt lost in this game, its a good thing, cause its “Adrift” 😂

Glad you liked the cockpit, the sky is shader and every material is just a noise texture with some colors.

Also.. kinda small technical note: My calculations for controls force the player to follow the path of an object they are grabbing:

Which i thought is a good thing because it creates more realism…. but now i see it just makes the experience confusing…

Again, big thanks for the review and video, means a lot :))

Submitted(+1)

Hi, if you could add more builds/exports I would love to try it out!

Developer

Hi. Sorry. My game requires hand tracking so sadly i can’t export to anything else.

Submitted(+1)

Fun controls - nice feeling of piloting a small bumper car spaceship!
Nice working instruments.

Movement was rough!

Thanks!

Developer

Hi. Thank you for the review!

What do you by “movement was rough”? Like it was difficult to move around? Maybe i could improve on that, so just curios :)

Glad the it was fun!

Submitted

Hey Luk Lev!

What I meant by 'rough' is that usually in zero-g, movements are smooth, like 'drifting' rather than 'driving'.
And the feeling of 'drifting' would have fit nicely with the theme. Lerp the transforms! 

I hope that helps.

Koretex 

Developer

Oh, yeah. Makes sense. Thanks for the idea!