Hello :D If I may ask, how did you make the hand based physics? Basically the way the player moves. I've been trying to do something like this for a while now but I cant find any tutorials or ways to make this kind of movement.
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Attack of the Killer Robot's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #2 | 4.000 | 4.000 |
| Overall | #3 | 4.190 | 4.190 |
| Use of Theme | #6 | 4.143 | 4.143 |
| Creativity/Originality | #7 | 4.429 | 4.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
So I could say thay I've made it from scratch. I think there is nothing on the internet about this how I solved it. I was making this locomotion system for about 3 months, it took me so much time because I've needed to search over all internet, heheh, then I've connected dots from many places form the interent and done. xD I think this locomotion system is very easy to make when you know how to make it. My previous comment describes it the best how I've made it, I think.
Congrats on the 3rd place rank! Well deserved! I'm really excited to see where you take this next.
When I was playing, I kept trying to destroy the buildings by jumping on them. I really wanted some kind of ground pound. Have you considered an Iron Man style flight system? Could be very satisfying to fly above the buildings, then thrust rapidly down into them (ground pound).
Loved the building destruction in your game. How did you make the building break into different pieces? Do you have a separate model with the broken pieces that you swap in on destruction? Nice use of a 3d particle system for the dust clouds.
It was cool being dropped into the city, and I loved the "Gorilla Tag"-style movement with your claws. I loved the building variety, smoldering effects of tossed vehicles, and it made me appreciate the hard work that goes into each project. I would love to see:
- A destruction effect when you grip the building (but I know swapping out the art every time you interact with an asset is annoying to script)
- More sounds of concrete in the destruction (it's good you incorporated glass)
- To disguise disappearing fragments of demolished buildings, we used a massive radius for our obfuscating cloud of dust. that way, when a building hits the game's main plane/quad, you see a big could that the fragments disappear into, and then the fog gets lifted
Overall loved it!
Super cool locomotion system (although a little bit intense on the old vestiblar system... haha). Also was a bold move to start the game by dropping the player.
Loved it when I got the hang of how to move around the world.
That said I did encounter a few problems with my hands becoming stuck in the geometry forcing me to reach for the menu button with my free hand.
I was also a bit lost as to what the "score" was, as there were no clear objectives or time limits bar destroy as you will. But as that objective is so cathartic in itself I almost felt that there wasn't a score necessary.
Thank you for your feedback. The score system wasn't fully implemented because I didn't have enough time to do this. And hand will be stuck sometimes because I've used the animator to animate the hand and I should make my own animation system which will work on FixedUpdate. But all this issues will be fixed because we have plans to develop further this game :3
Super fun concept and very satisfying play! The locomotion system was fun to explore with and made me feel like Kong! World design and SFX were all great and it was blast to chuck cars! Also, best hands I’ve played with so far! Very cool <3
If you find some time this weekend, please check out our game “Starship Minis” and leave a comment to let us know what you think! /jam/vr-jam-2021/rate/1145490
Thanks and congrats on completing the jam!!


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