Ancient Dungeon VR

Ancient Dungeon VR

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WoeBeaUponYe Jun 15, 2021 @ 7:15am
Played the test version on itch +feedback
If I look at it like a game demo, I think its extremely fun. Sword combat is surprisingly refined and throwing knifes just works. The boss fights are enjoyable and incorporate that binding of Issac feel into them which I didn't know would work in VR. I just really feel there should be a jump button. Not for gameplay reasons, just because games never feel fully complete without a jump button and taking away my ability to jump feels limiting. Overall, can't wait for the release :SakuyaHeart:
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Showing 1-8 of 8 comments
Celestial_itus Jun 15, 2021 @ 11:29am 
Thanks for the feedback! The problems with a jump button is mainly motion sickness, and generally with a jump button; you would be doing a lot of it :)
WoeBeaUponYe Jun 15, 2021 @ 12:06pm 
Originally posted by Celestialitus:
Thanks for the feedback! The problems with a jump button is mainly motion sickness, and generally with a jump button; you would be doing a lot of it :)
Yeah, valid point but I think it should be an option. Keep up the good work, also I really think that having a fight like when you kill the merchant shaman dudes in the dungeon but as a boss and also way more hectic would be appreciated cause I didn't realise you could destroy the mirrors but I think its more fun to not destroy them as it makes me use my body more
ErThu  [developer] Jun 17, 2021 @ 12:00am 
Thank you for the feedback! At the moment the game is pretty much designed around not needing a jump button. Adding a jump button would only be really necessary if the game would add gameplay elements that would take advantage of a jumping mechanic. But I myself get motion sick relatively fast and I want to keep the gameplay accessible to a lot of people, so I decided against a jumping mechanic for the time being.

Also, I like the idea of having "invincible crystals" that shoot a laser at you. I'll keep that in mind for future bosses.
Maximum James Aug 10, 2021 @ 9:24pm 
In my opinion, anyone who gets motion sickness should be treated like vermin and be kept away from VR so they don't infect it with their weakness.
WoeBeaUponYe Aug 11, 2021 @ 4:02pm 
Originally posted by Maximum James:
In my opinion, anyone who gets motion sickness should be treated like vermin and be kept away from VR so they don't infect it with their weakness.
In my opinion, gatekeepers are vermin
Maximum James Aug 29, 2021 @ 6:43pm 
Originally posted by A Loaf Of Dr Pepper:
Originally posted by Maximum James:
In my opinion, anyone who gets motion sickness should be treated like vermin and be kept away from VR so they don't infect it with their weakness.
In my opinion, gatekeepers are vermin
History is written by the victor, but fair enough.
Last edited by Maximum James; Aug 29, 2021 @ 6:44pm
Mortified Oct 13, 2021 @ 7:38am 
Originally posted by Maximum James:
Originally posted by A Loaf Of Dr Pepper:
In my opinion, gatekeepers are vermin
History is written by the victor, but fair enough.
Then history will most likely favor the "weak" as you put it lol
ADHD Gamers Nov 3, 2021 @ 3:22pm 
It would be great to have a jump button to increase immersion, but I understand that it is not on the development road-map at this time. Having the option to jump would great for platforming, jumping over hazards (e.g., lava, spikes, and traps), and air jumps to attack the enemy. I would have to disagree with the "motion sickness" reasoning because a user who's susceptible to motion sickness would likely be using teleport movement which means that they wouldn't be jumping. For example, if you had to jump over lava or traps, you can just teleport over it versus a user with smooth locomotion could use the jump button.
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Date Posted: Jun 15, 2021 @ 7:15am
Posts: 8