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Thanks for feedback, I answered you in your review. Tell us please in what levels you have a problems? What upgrades do you use? Do you use superweapons? I tested the game many times and never needed to grind, many levels were passed with 1-2 stars. However, I am not an expert in balance, this was my first experience, so I would like to know more details that could help me to improve the game.
Thank you!
I got to the level where the flying robots come at you - could not get past this - I realised that I should have bought a rocket launcher (cannot be sure of exact details outside of the game).
Anyway, I have been grinding away at the earlier levels - to get enough credits to get the upgrade I need - but it is painfully slow.
I think that the rewards for grinding/revisiting a level should be slightly higher - so that you do not get stuck in a grinding loop.
A also think difficulty levels would enhance reputability.
The problem is that I am sort of stuck on this level and feel I need to upgrade something - but grinding the earlier levels would be better if the rewards for doing so were a little more. generous
I feel I have hit a wall - this may be me being dumb - as others have raced through the game saying it it too easy - but I have hit a wall, and the grinding is too much. Giving more rewards for replaying levels would be an easy fix.
Still loving the game, but taking a break - as now I know what I did wrong, I will probably start again.
https://discord.com/invite/rYtwQYz
Anyway, I just gave the demo a go, and was stuck for a while at the beginning of the tutorial... I couldn't seem to get the 'Teleport' to register on my Index controllers. When I squeezed the grip, I could see the 'Teleport' button on the virtual controller move, but I could never seem to do what the tutorial was asking of me. I ended up just using the stick to manually move to the designated spot and that advanced the tutorial.
While I'm at it... Could you add smooth rotation as an option? I know many games implement snap turn as a 'comfort option', but ironically it's the snap turn I find disorienting. 😅 Especially when it's a large snap interval; I start to lose my bearings after multiple snaps. (I suppose implementing adjustable 'Angle' and 'Speed' settings for the existing snap turn would also work. 🤔)
About rotation options - it will be done in a next patch, already in a tasks.
Cool, thanks! 👍
Speaking of which, are in-game models for different VR controllers anywhere on the roadmap? Because that's the kind of attention to detail I really appreciate in a VR game.
Yes, we have different controllers for Quest 1, Quest 2, Index and HTC Vive.