VR Hero Sentry

VR Hero Sentry

DragnHntr Dec 21, 2018 @ 8:32pm
Fantastic game, begging for a few QOL features
I recently got the game on sale and was VERY pleasantly surprised by the quality. The level of polish is quite good compared to many VR games around, especially for the price. The gameplay itself is also very fun, and the upgrade system promises tons of replayability.

Unfortunately I have to stop short of giving it an unconditional recommendation because of the frankly atrocious lack of QOL options.

The major two flaws I hope can be remedied fairly quickly because they honestly take the game, for me, from being a must-play to a can-barely-play. The very first thing I noticed is that you have to CLICK in on the pad (vive) to move. This may be preferable for very new VR users trying to get used to the equipment, but any VR gamers with even the least bit of experience with action-oriented titles know that touch-to-move is far superior for responsiveness and ease-of-use.

An even more important reason to offer this feature however, something you may not be aware of is the absolute garbage quality of the Vive trackpads. Any sort of regular wear on the click of the trackpad, ESPECIALLY if you are also holding a direction, ESPECIALLY if it is mostly the same direction (like for example, often holding up click to move forward...) quickly causes the trackpad to stop responding reliably and requires an eventual replacement or RMA. If you provide the option to use touch-move instead of click-move, vive users and experienced VR users will thank you.

Another glaring flaw for experienced VR users is your choice of head-oriented movement only. Again, any VR gamer worth their salt will quickly tell you that CONTROLLER ORIENTED movement is vastly superior for any sort of action based VR title. Consider for a moment, moving in real life. You are walking down the street as you do, when a skeleton pops out of an alley and throws a fireball at you. Regular day, right? Anyway... What do you do? Obviously you turn and look at the skeleton to monitor its behavior as you continue walking down the street. The fireball would obviously miss you because you are still walking down the street and skeletons are too stupid to lead their target... right?

BUT WAIT, for some reason you can now only walk in the direction your HEAD IS FACING. So you are now walking directly into the fireball. GG. To make it more of a gameplay concern, consider now attempting to strafe-dodge projectiles while returning fire, again as I promise you any experienced gamer will want to do. With head oriented movement, every time you glance around to monitor the monster situation, or check for projectiles, or literally any movement of the head, now your trajectory has just been altered, and you have to either try and adjust your strafe direction with your thumb while simultaneously moving your head around AND also trying to use that hand to aim your own attacks... or alternatively just give up aiming with that hand altogether and point it in the same direction you are looking... seriously this form of movement feels really crappy to use once you have gotten used to the mechanically vastly superior controller-oriented movement that ALL self-respecting action-oriented VR titles should at the BARE MINIMUM offer as an option, and honestly should be set as the default so players can begin getting used to an actual good control scheme ;p

Sorry if I got a bit harsh heheh, I am just really disappointed that these options (or indeed looking at the menu, ANY options) are missing from this otherwise very solid, polished, and fleshed out game. I really want to play this more, but as it stands it is a very playable game with a borderline unplayable control scheme.

Plz fix! <3
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Showing 1-6 of 6 comments
Laust  [developer] Feb 8, 2019 @ 5:37am 
We will definitely look into this! Thanks for the feedback - we'll try to include this in the next patch!
Laust  [developer] Feb 18, 2019 @ 2:57pm 

Another glaring flaw for experienced VR users is your choice of head-oriented movement only. Again, any VR gamer worth their salt will quickly tell you that CONTROLLER ORIENTED movement is vastly superior for any sort of action based VR title.

Plz fix! <3

Hello mate.

We've started on our next pipeline and have included your QoL suggestions, thanks a lot! Look out for our next update :steamhappy:
DragnHntr Feb 19, 2019 @ 1:56pm 
Awesome! Looking forward to it.
Laust  [developer] Feb 25, 2019 @ 11:13am 
Originally posted by DragnHntr:
Awesome! Looking forward to it.

Hello mate.

We've update the QoL changes, namely orientation of movement. Please find them under gameplay options!

Please do tell if it works as intended for you, through discussions, a review, twitter or more :) Or else, we'll take a look at it again!

DragnHntr Mar 2, 2019 @ 9:11am 
I got a chance to try again, and the changes made a huge difference! The gameplay is really fun, the abilities are interesting and fun to use, they feel very useful without being too powerful. The upgrade system is nice.

A couple minor complaints, there is a bit too much waiting sometimes. For example before the match begins, there is a bit too long before the combat starts, and also when the boss spawns it takes quite awhile for him to get into the arena when you can start fighting. Also when the chest spins at the end to see how much extra gold or skill points you get, it drags on a bit too long.

Also the loading times are a bit long but that is probably on the user hardware/settings end, not sure if there is much you can do about that.

A final note, while the upgrade system is nice, it can possibly be a bit overwhelming, throwing all the skill upgrades and inventory and shop at you all at once when each level is over. It isn't too hard to parse for an experienced gamer, but it could probably benefit from some streamlining to make it more accessible to new players.

For example you could possibly combine the character sheet and the shop into one interface where it just shows the cost to upgrade each slot to the next level. This might help it make more sense to someone who is playing for the first time and maybe doesn't have experience with this type of level-up/gear-upgrading game.

Might be a bit too much work, not sure if its worth your time to change, just something to think about if you want to make it more accessible. You could even possibly have a simple/advanced option so experienced players would still have the option to access the full shop and functionality.

Just a couple ideas that occurred to me, hopefully the feedback is helpful to you. Thanks again for making those changes, great game!
Laust  [developer] Mar 6, 2019 @ 3:08pm 
Hello again!

We're glad that it worked out.

Actually, from our user tests, we've actually *increased* "waiting time" in order for players to have a break - in the higher tiers people are getting very sweaty and wants to catch a breath! But i can see it maybe as a option modifier - so everyone can get a saying. I'll mention it!

And your UI comments - true - it can be more user-friendly, we've used a lot of time and have had many revisions - UIs are hard in VR! I like your idea of simplicity - i'll mention this too.

Thanks for playing our game! We're a two-man dev team trying to balance university also - I'll get back if / when any gets implemented! :)
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