VR Party Club

VR Party Club

badgerhg Oct 15, 2018 @ 6:42pm
Mini Games Feedback
I got to try this out at one of the meetups, but didn't get to play everything--so its cool to get to try it out now!

Loved the Zombie shooter! I enjoyed how you use the flash light with one hand and the dart gun in the other. Very fun! I could see people having a good scream in a party scenario. At one point I looked down and jumped cause a guy had creeped up on me. I also loved the sweets themed shooter. Well done!

Salad Warrior felt pretty natural and fun. I could see some more variety of fruits...I mean vegetables to chop. I wasn't sure if I was supposed to hit the bombs or not.

The Cube in the matrix game (not sure what it was called) was actually really neat. I felt like it could be its own game! Very intriguing design. Felt really immersive.

Ring toss for some reason had the ball tray too low and my VR sensors couldn't track my hands to pick up. Not sure if the problem is on my end, maybe I set my center up too close but anyway, if there is a way to adjust that or maybe ping the players' setting to make sure they are in reach or at a distance grab feature so things just fly into your hand.

It would be cool to have a feature for just letting you play the mini games without the board for when you aren't playing in party mode. Lonely mode. I want to go back and play the cubes.

Keep up the good work! Congrats on early access!
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Showing 1-4 of 4 comments
ShadowDragon000  [developer] Oct 16, 2018 @ 1:38pm 
Hey thanks for the feedback,it is always appreciated.

I have noticed it being unclear to players that bombs in Salad Samurai are bad and will try additional ways of communicating that to players. The object height needs to be based on player height and that is in the list of things to be looked into but I will also make a note of moving the balls closer (but your center point may also be alittle too close to the sensor).

A minigame selection mode is something that is already planned and will come hopefully with the menu screen updates. Don't forget to check back for updates as we plan to regularly add new minigames/content/updates.
butler29 Oct 17, 2018 @ 8:35am 
I loved all the games so far but I ran into a few issues.

On the salad chop when I swung fast it would always register as a miss. It would show the sword about to cut in half then it would pop up on the top or bottom of the lettace. I at first assumed it was me, but I play alot of fruit ninja and do not experance the same issue. Still fun though. On the bombs, I assumed I had to dodge the bombs, but that came from fruit ninja.

The only other issue I had was the zombie shooter. I am left handed and refund games that do not have support. With the dart gun it was easy enough to shoot with my off hand but others might find it a major issue. Some games make it difficult to change dominant hands, like requiring you to back out to the main menu, or whatever. If you were able to implement profiles it could track high scores, wins/losses, and hand dominance so swapping players is easy. I really like local multiplayer that makes the transistion between players seamless.

Is there an intent to add difficulty settings based on the player? I would love to play this with my daughter but she would find the games hard where I found them easy.
CAL-N  [developer] Oct 17, 2018 @ 9:24pm 
These are some great questions/comments

For Salad Samurai, we've been continually updating how we detect the hits. I've had similar issues, and I think we're at the limit of what we can do with built-in physics. We're working on a backup method based on raycasts, but it needs work. For now, big medium-speed swings are best.

The handedness issue in Mummy Mayhem is something we're aware of - SD000 is left-handed, and as you noted, it's the only game so far with different capabilities in each hand. We're striving to make this accessible to as many players as possible, and a detailed options menu is in the works. Left/Right hand settings will be included, as will cosmetic options, and audio settings - I like my sounds LOUD, but most people don't, and you shouldn't have to change this in the systems settings every time it's your turn.

Difficulty settings are also in the works, but we're planning a system where your rank in the game determines your current difficulty, instead of setting it explicitly. But nothing is finalized on that yet, so I'd be interested to hear your thoughts.

Thanks for the input, we're glad to have it!

butler29 Oct 18, 2018 @ 5:23am 
I like the game determining difficult idea much better! I like the volume idea, I am the same way I like it as loud as possible. The game is coming along well and Im excited to see where you guys take it
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