Dimensional
vidledoux Jul 14, 2016 @ 10:58am
great game, just one criticism
This is a great vr game, very happy I bought this! I love the design, the challenges, everything. Except for the touchpad locomotion. I'm not a fan of teleportation, so I prefer artificial motion when available, but the way it is implement in this game means I cannot stand up and play in roomscale like in other games with artificial locomotion. The reason is because it seems designed for sitting down and never physically turning. Which is very immersion-breaking when other games let you spin around and "move" in any direction you wish. Please offer another option where locomotion is steered by the direction of the left controller (like in Hover Junkers, Astral Domine, ProtonWar, etc). Even based on gaze is better than this. Again, it makes perfect sense for sitting down, but it does not work at all for roomscale, since my natural inclination is to turn around physically whenever I want. Instead, I'm forced to artificially spin, which is actually the most nausea-inducing movement possible in vr.
Otherwise a great game.
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Showing 1-15 of 18 comments
Jumbli  [developer] Jul 14, 2016 @ 11:36am 
It's a good point and I understand your issue completely. I assume you're the person who mentioned this on Reddit too. I'm going to be investigating this shortly. I'm not keen on travelling in the direction of the player's gaze because it means you can't look around while moving without changing the direction of your motion. Following the direction of the controller sounds like a good idea and I'll play with that.

Thanks for taking the time to explain the issues and possible solutions, the game will be better for your input :) Stay tuned for updates.
vidledoux Jul 14, 2016 @ 11:49am 
Wow, thanks for this response! I agree, gaze-based artificial motion is not good. I was just suggesting alternatives to what you have.
fwiw, there are a ♥♥♥♥-ton of games on steam that are much much less compelling/polished than yours- I hope you make more of an effort to get your game some attention, because it really is quite awesome. Don't be too modest to post some vids to the r/vive community. The more exposure, the better. And yes, it was me who mentioned this on reddit :)
cheers!
Last edited by vidledoux; Jul 14, 2016 @ 12:20pm
Jumbli  [developer] Jul 14, 2016 @ 12:07pm 
Thanks for the tips. I will try and get the word out. I'm pleased with the feedback and encouragement I've received on my community pages, but disappointed that the word didn't spread more organically. I'm hoping that as the content, variety and challenges expand, people will start to talk about it more. As a solo-dev I only have so much time to develop and promote, but I do really need to spend more time promoting the game.
Strife Jul 14, 2016 @ 10:34pm 
Hmm, I haven't ran into any problems with the movement system so far (and I have several room scale games) but I guess it comes down to each person's experience. My only suggestion would be to poll more than just a few people, because some are probably perfectly happy with the current locomotion (I know I am). Maybe offer both the current and revised system in the options menu if that wouldn't be too much trouble.

You're doing a great job for just a one-man dev team. I agree that it needs more exposure, because it's one of the best games out for the VIve right now.. even in its incomplete state. I'm sure that eventually it'll get the attention that it deserves, though.
Last edited by Strife; Jul 14, 2016 @ 10:37pm
Jumbli  [developer] Jul 14, 2016 @ 11:15pm 
Thanks trekbikerfx, I'll look at adding options in the menu as you suggest.
Jumbli  [developer] Jul 26, 2016 @ 2:29am 
vidledoux, you will now find a menu option under "Gameplay" that allows you to use your laser pointer (right hand) to control which direction is considered forwards. This means you won't need to use artificial rotation. I hope that's better for you :)
vidledoux Jul 27, 2016 @ 5:18pm 
Awesome, just got back from traveling and I can't wait to try. Really a great game, thanks!
vidledoux Jul 28, 2016 @ 9:58am 
Just played this game, and wow, sooo much more fun for me with this locomotion option, thanks so much! I have to say, I find that giant blue arrow very distracting, as I already know very well where my controller is pointing.. It looked like there was an option to turn it off, but it didn't do anything. But man, this game rocks! It's got an excellent polish and awesome futuristic style!
Jumbli  [developer] Jul 28, 2016 @ 10:06am 
Thanks for trying it out for me, glad you like it :)

The menu option turns off other indicators that encourage you to face forward in your physical room. I may add a separate menu option to hide the direction pointer that emphasises your current forward direction or maybe I'll just hide it when your using this particular mode. I'll keep tuning it.
vidledoux Jul 28, 2016 @ 10:46am 
Thanks again for the attentiveness! Just wanted to add that many of us have played games like Hover Junkers for months now, and the arrow is really unnecessary since pointing is very intuitive. It's super immersive moving seamlessly through environments like the ones you created, but the arrow is a constant immersion breaking distraction, taking away from the sweet visuals of the environment. Anyway, keep up the great work!
Jumbli  [developer] Jul 28, 2016 @ 11:02am 
I'll sort it out in the next patch release :)
Last edited by Jumbli; Jul 28, 2016 @ 11:02am
vidledoux Jul 28, 2016 @ 11:26am 
You are da man! fyi, vrgamerdude posted a youtube playthrough of your game and posted on reddit- I through props your way (reddit name is christopherpoontang).. get this awesome game out there!
Jumbli  [developer] Jul 28, 2016 @ 11:38am 
Thanks for that, it's appreciated. Reddit posts can soon get down voted out of sight, so it makes a big difference when people take the time to comment or up-vote. I'll be releasing some new content in the next couple of weeks, so that should give me something to post about on reddit :)
vidledoux Jul 31, 2016 @ 11:45am 
I've played Dimensional lots recently and demoed it to 3 friends who also had a blast playing it. We are stuck at the end of level 2 (I know, lame) or 3- the one where you need digby to push the ball up the rails. I did that, but at the top, I think I have to physically jump to the last thing, but it never lets me pass. Am I missing something?
Jumbli  [developer] Jul 31, 2016 @ 12:01pm 
OK, so first you use Digby to detonate the bomb that's in the way on the rail. Then you push the ball right to the top of the rail and it falls off the end. It needs to fall straight down the hexagonal shoot at the end of the rail. When the ball goes in the shoot a teleporter should drop down covering the hole the ball fell down. You should be able to teleport across the platforms and teleport (not jump) on to the teleporter (you will see the two foot prints on the teleporter). This takes you to the next room.

Please let me know the sequence you have been doing in case there is a bug in there. It should be quite hard to knock the ball off the end of the rail without it going down the shoot. Remember to exit FPS mode when you need to teleport.
Last edited by Jumbli; Jul 31, 2016 @ 12:02pm
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