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Been a little more than two months since the last update, hows progress going? :)

Awesome concept! I really like the aesthetic. I had issues with turning, however. 

Admittedly, I do not have a third sensor for my oculus so I was not playing in room scale.  So turning around didn't work well for me as my hands would lose tracking. I did feel that the game played great in standing mode so maybe some way to turn the player via the controller, during teleportation possibly as other games do. 

Sorry if that's already implemented and I just couldn't find it. 

sweeeeeeeeeeet!!!!

also thanks for nerfing those stupid tank things. hahahaha :)

(Edited 1 time)

Great game!

I wonder if you are curious to talk about prototyping a custom build of Compound for the Omnideck (using the HTC Vive using our simple Unity API)? And if you are using VRTK it is a dead simple task.

You'll find my contact info at http://www.omnifinity.se/about-us/

/Peter

Great game! I can't wait to see where this is going!

Hey! This game looks so awesome but I cant play it because I have a dk2 :(

I think a non vr and xbox controller support would be great as it extends the amount of people that can play this game.

Fantastic game, one of the best on VR IMO

(Edited 1 time)

Just signed up for itch.io to be able to comment on your game! Compound is absolutely awesome and I'm excited to see the demo now on Steam! I have a few suggestions and ideas if you would like to hear them. :)

  • Add tabs to the front of both sides (ambidextrous) of the SMG or the SMG mag, that you have to grab and pull back to 'strip' the mag casing off, behaving like how someone would pull back a bolt. The 'ping' is awesome, but just pressing a button feels flat compared to actually interacting with the firearm.
  • Perhaps this could be added to the pistol as well, actually having to pull back the slide to manually let it cool instead of just pressing a button.
  • Having the firearms be more intractable can free up buttons for other controls in the future if they become necessary.
  • The AI should be able to patrol a path or even wander, this could allow for future stealth gameplay and strategies.
  • AI soldiers should be able to retreat and take cover, it's very easy to lead them around a corner and shoot them one by one.
  • Have a melee weapon, like a knife for back-stabs.

I honestly think you could (and should) charge at least $5 for this game and I'm ready to buy it once a Steam release happens!

I'll be experimenting with new weapons and weapon mechanics soon and I'll try out your suggestions.

I really would like more realistic weapon interactions, but at the same time I don't want to disrupt the flow of the game. It's a really hard balance!

I was thinking of eventually adding melee stealth attacks like neck snapping for humans and wire-pulling for robots but that might be a while off for now.

Thanks for the comments and feedback!!

Oh my dear goodness what a fantastic VR game. We're about to review this and post it to youtube @ youtube.com/crymorgamingtv Fantastic job NotDead!

I had such a blast playing the update, so much awesomeness has been added!

I had too much fun making a new video out of it! haha.

The update adds a ton of really cool and great stuff and changes the way you have to play. Don't know how hard this would be but I think it would be cool if when you shot the blue barrels they fell over. Also I know I might be the only one but could you make a harder mode I beat the hardest difficulty in around 10-15 minutes. I think one of the coolest parts of vr is the physics so it was awesome to shoot the difficulty signs off the table.

Thanks for the free game and your contribution to a plattform in desperate need of games like yours.

llama911 you can force the pistol to recharge by pressing the track pad, and its good for head shots and shooting the robots cameras, honestly i was clearing the game before with just the pistol so this forces me to switch between the two guns.

I LOVE the UPDATE!!, the only thing i would switch is prolly the pistol be put back to infinite or at least a lot longer b4 it overheats, and maybe more cover in rooms other than that everything is on par.

I would agree on the pistol. The overheat is very quick which makes it almost useless now and forces you to use the smg.

First off, fantastic update. I like the personality the game is developing with the added details and fun stuff. Good work on that.

Second, an idea for the hard difficulty: make the bullets travel faster. Just a thought, I dunno if that would be too obnoxious, but I think it would be fun.

Good job.

Hi!

Thanks for the encouragement!

And about your bullet idea; the bullets do move faster! It was added in this update. Well, Easy Mode and Medium Mode is the same as before, but all enemy bullets move at double the speed on Hard Mode.

Do you think they should go even faster?

maybe a slider

Ah, not sure, I'll check it out in a bit. I was probably not playing on hard, now that I think about it. I'll get back to you on what I think, but if they go faster, I'm sure it's fine.

you should get a go fund me or patreon, like each goal allows you to update faster but you still update regularly, or this much money for each major update and this much for a minor update. I would like to see this game become one of the most popular vr games but it takes money and time so i think this would be a great idea.

Also Im 13 so I cant really help with much.

Thanks for the suggestion, but money won't help me go faster. Even if I had enough money to quit my job, I can't quit for a bunch of complicated reasons (just yet, anyway). Eventually the dream is to be a full time dev but that dream is still a long way off.

Time, though! I wish I had more. I'll get it done as fast as I can!!

Thanks again!

(Edited 1 time)

the steam download is working!

You wouldn't believe the stress I went through when it wasn't working but had already announced the demo was available. 2 days of smashing my head against the keyboard and the issue was fixed. At least it was a learning experience! Thanks for the message and sorry for the late reply :)

(Edited 1 time)

Another great update, here is a video of me playing it tonight:

A few observations:

  • You can really get swarmed in some plays, like the first door I open had 3 robots and about 5 guys hit me at once
  • Ammo and health drops vanish far too quickly. Unless you clock one and grab it immediately, it's gone. Maybe have them hang around for 30 seconds.
  • Chest high walls are a great addition - I instinctively walked and ducked behind one at one point and blind fired over the top to kill a soldier and robot while under fire, AND SURVIVED :)
  • Same with the new doorways ( i was one who moaned about this before). Now i can reach around a door and hide from fire.

Thanks for the video. Looking at your upload, I'm starting to regret the quick disappear times on the item drops. Will extend those.

I think limiting the number of high-level enemies per room would help when bad RNG strikes. Will fix that!


Great feedback!

Here's the chest high cover moment I mentioned, turns out I did record it.

Sorry for the super late reply - it's been over a week :/

Thanks for the vid!

please post here instantly when we can download the demo on Steam!

OK! I've been refreshing the Steam page and checking my emails constantly all day hoping for a fix. I think it's still early morning in America so it's not their fault, though. It's already 9:30pm where I live so hopefully it won't take too much longer.

it is 8:54am in the US. That's where I live!

Sorry tomboy, it's getting very late here and I still haven't received word so I have to go to bed. I will check first thing in the morning!

(Edited 1 time)

Excellent fun! Keep up the great work. Thanks for the update!

:D

(Edited 1 time)

i see the demo on steam but when you click on it, it brings you back to the main steam page. get them to fix it so i can leave a great rating!

i love the update BTW. hard mode FTW!!

i love the pistol cool down as well. it makes it more of a challange.

EDIT: after reading more of the comments i realize you know about the steam issue.

you are making this game the right way. as far as not coming out with a half a** piece of sh** and charging people for it. your game is far from that. you could charge for this and people will pay...but i think its smart to take it slow and let the people tell you what they want. you are an awesome Dev and you are making an amazing game! Keep up the good work!

I know - it's stressing me out. I must have done something stupid to break the Steam page. I sent Valve am email; hopefully they can help me out.

I just noticed your edit. Don't worry, I'm glad you took the time to tell me about an issue as soon as you found it!

And thank you! The community feedback from people like yourself has had a huge impact on compound and on me personally.

YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS the update!

Sorry to keep you waiting! Let me know what you think!

So excited to make another video on the new update!

Hey, by the way, I just checked the source code on the steam page and found that the app id doesn't match the app id in the url. I noticed they do match for all of the other pages. Not sure if that is helpful.:

//<a href="http://store.steampowered.com/app/615120/?snr=1_7_7_230_150_1" data-ds-appid="615960" onmouseover="GameHover( //this, event, 'global_hover', {&quot;type&quot;:&quot;app&quot;,&quot;id&quot;:615960,&quot;public&quot;:1,&quot;v6&quot;:1} );" //onmouseout="HideGameHover( this, event, 'global_hover' )" class="search_result_row ds_collapse_flag app_impression_tracked">

Good spotting; I had a feeling something has gone wrong with Appids. Appid 615960 is the 'demo' and Appid 615120 is the page for the (currently non-existent) full game. For some reason the store wants to display 615120 (not released) when you click on 615960. Hopefully someone at Valve can help when office hours have started again. My big "Steam debut" has been a total disaster so far! :P

Haha, it's better for the hype buildup. 👍 I bet your game will crush those stats once it starts being seen. Can't wait to upload my lets play on it! It was way too awesome!

Sounds like an awesome update! Have you got plans for this to come to steam eventually? I'd happily pay £11-15 for the final version of this.

Thank you! And it is on Steam, (just uploaded it a few hours ago) but the download page isn't working. I just sent Valve an email asking them to fix whatever it is I've broken.

(Edited 1 time)

Awesome, will keep an eye out.

Hi this is my first time commenting. Id just like to tell you that your game is awesome I honestly play it more then all my other vr games.

Pros: its difficult and a challenge, I love the point locomotion, and using the sights to line up a shot.

Cons, sometime you enter a room and a robot is directly in front of the door and instantly kills you in the doorway, there is an consistent spawn of items and soldiers glitch into the walls, also a few times I've fallen through the world (but that only happened twice out of to many times to count.

It would be cool to have a difficulty slider that as you move up changes bullet speed, enemy reaction time and stuff like that instead of set difficulty levels. Also can you make an option to make the game more challenging then it is right now.

(+1)

Thank you very much DrawMaster! I just uploaded a new version that should fix the issues you were having: the robot's engines are make noise so you can hear them behind doors now, and the doors have been totally reworked to have better cover.

Falling though the floor should also be much less likely now as I patched up a lot of holes.

There are now 3 difficulty options that do change things like reaction times and enemy bullet speeds. Easy is much easier than before, and hard is a fair jump in difficulty up, too.

Please give the new version a go and let me know what your thoughts are.

(+1)

In preparation for release of the new update, I'm doing a few things I've never done before. Some things were way easier than expected, but other things were more complicated than I expected. I'm still aiming for Monday American time but things will probably slip a day or two; hopefully not but I'll give it my best attempt. I've learnt a valuable lesson: saying the most optimistic release date is a bad idea. Next time I'll try to under-promise and over-deliver instead of the other way around.

After it's out I'll be working on a quick mini-update to add some much needed options for locomotion, left handedness, comfort, etc. I'll try to do that as quickly as possible because I want to get back to adding content like new weapons, enemies, maps, etc. It's about time we saw some new weapons and enemy types.

Overall this update took a long time for a number of reasons including a hospital visit and a broken Vive and a few surprises in my personal life but productivity is back up and hopefully that means the updates will come faster, too.

Big thanks to everyone who visits this page all the time and leaves comments, and thanks again for your patience and putting up with the delayed updates.

No problem dude. The game is great and unique. It's better you take your time to make it everything you want it to be.

Done! You'll have to download it here for now as even though I finally got it on Steam, I've managed to break the steam download page somehow and no-one can view it. Thanks for your patience!

awesome dude

Steam version is finally working if you're interested :)

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I vote for a closed beta test for this weekend only...starting now. :)

Think the update will be out by the weekend?

(Edited 1 time)

Almost certainly yes (fingers crossed!)

EDIT: Dammit! It's done but I can't release until Monday for reasons. Also, I thought it was Thursday today because I am an idiot. It's a shame because it would have been nice to release today... at least this gives me the weekend to clear up any last minute bugs and to look for problems. Sorry!!!!!

See my edited reply ...

Can you email me a copy I can test bugs? If not I totally understand I just love your game.

llama I'm sorry just hold on a little longer! And thank you so much for saying that, you are awesome

Is there any chance we could have an Update log before it's released?

Sure! Also, I'm pretty sure I've missed out lots of other things but this is most of it:

New:
- Pistol rebalance
* Pistol can overheat
* Pistol has heat indicator to avoid overheating
- Total sewer overhaul
* New rooms types
* Various objects in the room that can be used as cover and add visual flair
* Many cosmetic items attached to the walls to make things look different
* Improved map generation algorithm
* The location of the spawn room in now completely random
* Doors have more cover for better firefights
- Total audio overhaul
* Audio feedback for picking up new magazines
* Enemy soldiers yell when they see you
* Bullets emit sound with doppler effect
* Enemy soldiers have heavy footstep sounds; you can hear them coming
* Robots have engine sounds and emit smoke; you can hear them coming and see them better
* Lots more audio cues to make the player more aware of what is happening around them
- Difficulty options
* Easy mode: Deal double damage
* Easy mode: Get 5 health instead of 3
* Easy mode: Item drops twice as likely
* Normal mode: Same as before
* Hard mode: Bullets move twice as fast
* Hard mode: Item drops half as likely
* Steak!
* Cherry pie!
* Vodka!
- Most objects including dead bodies can be picked up and thrown around
* Picked up objects can be used as a shield (but only once)
- Better splash screen
- Lots more I've probably forgotten!


Changed:
- Improved instructions
- Enemies (esp. robot) get stuck on corners less
- Removed confusing ambient door opening sound effect
- Made SMG magazine orientation more obvious
- Made it easier to pickup magazine item drops
- Lots more I've probably forgotten or too minor to mention!


What I'm working on now:
- Make critical hits clear to the player
- Items despawn, blink before disappearing
- Enemy A.I. tweaks
- (new bug) The minimap has holes in it sometimes :(
- Small cosmetic tweaks to new room types
- Renderer for left controller sometimes turns itself off
- More realistic booze drinking


Bug fixes:
- Fixed soldiers phasing into walls when kneeling
- Fixed particles effects remaining on weapons after map reset
- SMG reloads on map reset
- Fix being able to teleport out of level in tunnels (some exploits still possible on some roof areas)
- Fix robots going crazy/glitching when driving over dead bodies
- Fix the gap in the soldier's hitbox between their head and chest

Known bugs:
- Some teleport exploits still possible on some roof areas
- Enemy soldiers sometimes play walk animation on the spot after player dies
- Player can still eat hamburgers after death
- Player can still open doors after death
- Bullet sound cuts out if bullet immediately hits something after being fired
- Player can shoot / teleport through walls if they put their hand through objects

Nearly there! Also scroll down for another screenshot of the modified pistol.


Omg the new update looks so cool!

Lookin GREAT!!

Get ready for a big tall border wall of text coming up.

Problems I've had with the current release:

-Robots deal to much damage at close range (they are fine at medium to long range though, but it's kind of hard to shoot their side cameras)

-Not enough hamblurgers (I fondly remember being super lucky on a run and getting two hamblurgers in one game)

-Rooms seem pretty boring (I heard this is getting fixed in the next update)

-Soundtrack... Every once in a while there is this sound in the soundtrack and it sounds like a door swinging or something, and it makes me really paranoid that there is an enemy sneaking around me and opening the doors or something like that

-Music, currently only one of the musics from speedBlack are in the game right now

-SMG, the smg should really deal more damage to robots, it's almost impossible to hit their cameras with it.

-Pistol, the only nerf I think the pistol actually needs is just a bit less firing speed, the infinite clip is fine to me, but the button spam gets a bit annoying to use, and the spam is the only reason that it's overpowered.

-Teleporting, it's just awful, I tried to do a teleportation challenge once, it did not work out.

-Locomotion system, it may be super cool, but when I first started playing this game I felt like I was going to throw up afterwards, but after using the locomotion for a while I no longer feel like I may decorate my room with the hamblurger I just ate

-Soldiers, the soldiers are way too sneaky, but it seems like there is going to be footsteps in a future update so that won't be a problem anymore

-Steam, NotDead said he would move this game to steam, that might be good, but it would make it harder to communicate with him, maybe a new Subreddit might be in order?

-Hamblurgers again, a recent post says that the Hamblurger might not be made with real meat/food, I find it unsettling to eat something that I don't know the contents of. (this statement is obviously a joke, but maybe a secret ingredients list could be found on a crate or something as a little easter egg.)

-I think I covered everything, I couldn't find any glitches other than the ones already mentioned in the bug section. A Subreddit would be really cool though. I think I've pretty much done everything in this game so far, I've done speed challenges, races with my friends, smg/pistol only challenges, even Bug/Exploit hunting... I can't wait for the next update. Most fun VR game, most Action VR games just have teleporting, or worse, no movement at all. The Locomotion just works so fluently with the combat though. However I do know that this isn't the first game to have a locomotion system like this, but this is definitely the best game to pull it off. Also as a side note I will surely be making more YT videos on this game, my channel name is Mithridate7. Also I think I heard about plans for a non-vr version of this, it sounds like a cool idea, I might play a couple minutes of it, but I always want a reason to use my Vive. All the good games for the Vive (except this, and probably Blueshift) are like 20-60$ in price range, I already paid 800$ for my vive, why do I have to pay hundreds more on the games. (Please don't make Compound cost money, I would be fine with in-game purchases though, most vive games don't have in-game purchases and that's why the price of vive games are so high.)

I think i'm done building my text wall now. Good Night!

Tl:dr

Hi again! I see your wall of text and raise you my own wall of text!

Thanks for the huge feedback. I pretty my agree with everything you've said. There is a lot here so I talk about each point, one at a time:

-Robots deal to much damage at close range (they are fine at medium to long range though, but it's kind of hard to shoot their side cameras)

Duly noted! The original idea was to not let them get close in the first place, but the map out layout made that hard. The spaces are slightly more open in the upcoming version, and the doors are different, so again it might be easier to keep your distance. I'll have to tweak and balance things as I go.

-Not enough hamblurgers (I fondly remember being super lucky on a run and getting two hamblurgers in one game)

The upcoming version has difficulty settings, and these affect drop rates. Again, might need tweaking, though.

-Rooms seem pretty boring (I heard this is getting fixed in the next update)

Fixed! Can't wait to show them off

-Soundtrack... Every once in a while there is this sound in the soundtrack and it sounds like a door swinging or something, and it makes me really paranoid that there is an enemy sneaking around me and opening the doors or something like that

It's a randomly playing ambient sound, but yeah, this was a bad design choice on my part. I fixed this, too.

-Music, currently only one of the musics from speedBlack are in the game right now

There will be a different track for each floor of the game. The current version has you playing the first level over and over, but later you will progress through different environments with different music. The new update is actually done - I just have to do some tweaking and other chores before I can release it but once it's out I'll get to work on the next floor of the compound.

-SMG, the smg should really deal more damage to robots, it's almost impossible to hit their cameras with it.

The SMG is supposed to be a spray and pray close combat weapon and is intentionally crap at anything other than medium-close range. There are only 2 weapons in the game now, but soon I'll add more accurate types of weapons, explosive weapons, grenades, etc. and it should fit into its niche a bit better in the weapon loadout. All the weapons are bound to get all sorts of buffs and debuffs as I go along until I find a good balance.

-Pistol, the only nerf I think the pistol actually needs is just a bit less firing speed, the infinite clip is fine to me, but the button spam gets a bit annoying to use, and the spam is the only reason that it's overpowered.

I agree. I was thinking of a overheating mechanic or something to limit the spamming. Haven't done this yet.

-Teleporting, it's just awful, I tried to do a teleportation challenge once, it did not work out.

Yeah I had been neglecting teleport. It' s much better with cover and more open doorways, now. I played a few rounds teleport only and it seemed to go OK.

-Locomotion system, it may be super cool, but when I first started playing this game I felt like I was going to throw up afterwards, but after using the locomotion for a while I no longer feel like I may decorate my room with the hamblurger I just ate

I won't be changing this but I will add alternative options later (e.g. 'onward' style). Artificial locomotion is just something some have no problem with, others are OK once they get used to it, and it seems there is a fairly large group of the community who never gets used to it. That's why I believe there should be a range of options so people can choose to play in the way that's most comfortable to them. My problem is that I just forget to playtest teleportation. Should be better now, though.

-Soldiers, the soldiers are way too sneaky, but it seems like there is going to be footsteps in a future update so that won't be a problem anymore

Definitely. But this has been fixed - now when they see you they yell out, and they have heavy footstep sounds to let you know if they are walking around the corner. Also, bullets emit their own sound so it you a quick enough you can dodge them from the sound alone. Robots also emit smoke from their pipes and the rattling of their engines are audible enough you can hear them behind doors and thin walls.

-Steam, NotDead said he would move this game to steam, that might be good, but it would make it harder to communicate with him, maybe a new Subreddit might be in order?

I was just putting together the steam page today. dont worry, I won't abandon itch.io just yet, though! I will keep both updated.

-Hamblurgers again, a recent post says that the Hamblurger might not be made with real meat/food, I find it unsettling to eat something that I don't know the contents of. (this statement is obviously a joke, but maybe a secret ingredients list could be found on a crate or something as a little easter egg.)

Who knows!? Only the evil masterminds at The Corporation!! They will never reveal their secret recipe!

You are right about the movement system being not entirely original. It's very similar to the movement system from Vertigo (great game BTW!) I subscribed to your YT channel BTW - look forward to seeing more videos. About money - TBH I do plan to make a paid-for version of compound eventually, but that's a while away from now once it is more mature, and there will always be a free version to download and play without DRM.

Anyway, wall of text over. Thanks again and goodnight (day?) to you too!

Added overheating to the pistol just now!


I found an Exploit...

Right Here

Thank you for taking the time to upload this video for me. This will be fixed soon! :D Please continue the great work and tell me about anything else you stumble across in this or future updates.

Have a great day!

I come visit this page every DAY just to see if the new update has come out, I am super excited because this is one of the best action VR games out there!

Thank you! Sorry there isn't some kind of notification system -the upcoming version will be integrated with Steam and should autoupdate so hopefully that will make things easier

Pretty much every time I boot up the Vive I play this game. It's really well executed and provides a lot of fun and replayability. It really rewards you for skill competency, and the random layout makes you to think twice about rushing in. That mixture of stealth and marksmanship makes for a really intense experience! I also love how the SMG works. When you're in an intense fight and you need to reload you duck behind cover and try as fast as you can to snap that clip in place. The ping! is super satisfying, knowing that now you're ready to get back in and wreck some robots. My only complaint about the game is that I'm vegan so I don't feel compelled to eat any burgers I find on the ground. The rest of the experience, from mechanics to aesthetics, I enjoy greatly. Brilliant work!

Thank you very much! Hopefully the upcoming update will add some much needed variety. It won't be long until I can get to work on new weapons, enemies and maps. And the 'ping!' was inspired by those old WWII rifles.

And about the burgers - it doesn't say explicitly anywhere that the burgers are made from real meat. It's a dystopian future so you can use your imagination. Maybe it's lab grown or maybe all food is reconstituted protein made too look like familiar 20th century foods? Maybe in this future eating real meat was outlawed because it wasn't economically sustainable?

The upcoming update (and most of the ones after) will add little world building details that show you what kind of future this is. The story will never be explicitly explained, though, only hinted at though objects in the world, so you can imagine the world outside the compound walls to be whatever you like (and it saves on development time! :P)

Thanks for taking the time to leave a comment. Have a good one!

Super pumped for the hard mode update. Game was tough my first few times through, but now it's easy. Really looking forward to getting murdered by robots!

And I look forward to adding all sorts of new ways to murder you! :)

(Edited 3 times)

Another speed round...the action starts right away but the real fun begins around the :30 mark. No hits until after 2mins.


That is some intense trigger pulling! :)

Ha...you can see me start to get tired during the big fire fight.

Hi, NotDead - I'm a really big fan of Compound VR. The first time I tried it, I immediately forced a bunch of my friends to try it, as well. :) You've really nailed something compelling in the difficulty and the simplicity of the game. I work with a number of projects in VR. Probably one of the most well known of those is a game called QuiVr - it's an archery tower defense game that has been doing fairly well since we launched. Mainly this post is to say how cool I think Compound VR is. But also, I was wondering if there's some way I could connect with you directly? I'm interested in meeting people doing cool things in VR, and Compound VR really feels like it has a lot of potential. I couldn't find any way to PM through itch, though. :) Do you have a Reddit account or some easy way to PM you, by any chance?

Thanks, either way, and good luck. Keep up the great work. :)

Hello! Of course I know QuiVr - I think you'd be hard pressed to find someone who *hasn't* heard of QuiVr!

And thank you very much; It means a lot to hear compliments from a successful VR dev like yourself. :D

My user name on Reddit is 'gennoveus'. Feel free to message me there!

Perfect. I'll reach out later today. :) Thanks again.

Fired you a message just a second ago. :) I'm VagueMountain on Reddit, by thy way. Looking forward to chatting.

(Edited 3 times)

Love this game and for fun I challenge myself to speed rounds using only the pistol without stopping and no health pickups.


(+1)

Nice! Are you ready for hard mode? Should only be another week or 2 now! I can't wait to show off the difficulty menu; it's so stupid I love it.

Can't wait!

Hey dude, love your game as always. here to report a few exploits i found using the same trick. Not sure if you are already aware. here's a link to an unlisted video on youtube i put up for you. I didn't play with the exploit too much so I might be able to further abuse it. Was able to clip out of bounds. https://www.youtube.com/watch?v=5mtxFN3kO4c&feature=youtu.be

Thank you! Excellent bug hunting. This will be fixed for the next update, but there are sure to be new bugs. If you find any, please let me know. I never thought of doing something like this! Thanks again!

No problem dude. Im gonna try to position myself on top of the wall and walk out of bounds. Theres a couple other things i wanted to try so ill let you know. keep up the good work

(-3)

The graphics are great, but the game is unplayable. I've had some limited success resorting to blind fire around corners, but even that doesn't work when getting ambushed trying to go through doors. Please change at least one of the following to make it less annoying:

- enemies have 0 second reaction time

- enemies have perfect aim

- enemies have a lot of health

- the smg takes too long to reload to be useful

- smg clips are short

- health doesn't spawn nearly as often as smg ammo, which I don't use anyway

- there's almost no cover

- dying means starting all over

Some people like grinding, repeating the same level, in order to find the best way through it. I don't like that. And it doesn't even work when the level changes every time you die. Great concept, but as is, it doesn't work.

Adding some features to help me see where I am in the room might be nice, since the chaparone doesn't seem to work in this game.

Adding walkabout locomotion might be nice too.

(+1)

there is walkabout locomotion...just hold grip. If the games not for you its not for you. This game fits a certain style. The developer is looking to make the game to that style. "smg takes too long to reload" sounds like you're just lazy. it takes half a second to reload for me and its fun. and very useful. "no cover" thats a joke too. come on man it feels like you were just looking for ways to complain. if the enemies have 0 reaction time why are you getting ambushed going through doors? Enemies take one shot in the head to kill and 4 to the body. thats ANY other shooter. Way too picky dude.

"but the game is unplayable."
Are we playing the same game?

It sounds like you want an easy mode- he's working on that. So, you should keep posted for that.

It's not the game it's the player. Check out my video above...

Ouch! Pretty harsh, but you have some valid points worth addressing.

First, please know that this game is a response to the majority of VR games on the market now that are very 'casual.' Some of my favourite games can be classified as casual, but at the same time I wanted to play something targeted at 'hardcore' gamers and nothing like that really existed so I started this project. That being said, game balancing is hard and this is still a prototype. Some things are going to change. Let's go over some of your feedback:

- enemies have 0 second reaction time

I can see how you would think that as the reaction times are short. The soldiers have to face you and raise their arms up to you before they can start shooting. The robots have an even longer reaction time of 1.5 seconds of their first time seeing you, and about half that on subsequent times. I have difficulty setting implemented in my dev build but at the moment easy difficulty just gives you more health (5 hearts instead of 3). Increased reaction times have been added to my TODO list for easy mode.

- enemies have perfect aim

Robots have perfect aim but the humans actually have poor, randomized aim. Bullet also move slowly so you can dodge them. (For those players who wanted an ever harder version: bullets in hard mode move at double speed!)

- enemies have a lot of health

Robots have A LOT of health, true. But! Shooting them in the cameras deals TRIPLE damage and they will do down in about 5 shots. Soldiers will die with one shot to the head. I may make robots weaker for easy mode.

- the smg takes too long to reload to be useful

This is a subjective thing so I cannot say that you are wrong, however; with practice my friends, my wife, and I are all able to reload in battle without needing to look, provided you play the game for a while to get the muscle memory for it.

- health doesn't spawn nearly as often as smg ammo, which I don't use anyway

Fair enough. Easy mode will also add more pickups. On the same note, hard mode will make drops less common.

- there's almost no cover

True! This is an issue in the currently available public build but the new version I'm about to release has cover all over the place. Hopefully this will be an improvement.


- dying means starting all over

Correct! This game will be a permadeath roguelike, eventually. Unfortunately it lacks a lot of the other roguelike elements so at the moment it might seem very harsh.

- chaparone doesn't seem to work in this game


Really? That sounds like a bug, I've never heard of this happening on anyone else's system. What HMD are you using? I would like to fix that issue as it sounds game-breaking.

- Adding walkabout locomotion might be nice too.

Artificial locomotion works with the grip controllers, and other movement options will come in an update (onward style controls + configurable buttons)

Maybe try again after the next update?

(Edited 1 time)

dood please sign off, im sorry but just because the game is hard for YOU doesnt mean it needs to be made easier to cater to your needs. Cmon dood if he made this game easier it would not be fun. And the game is not unplayable just cause you suck. NotDead dont listen to this noob you have a great game DONT change it keep going forward.

I love this game, it's the best locomotion system ever. Is there a chance for a multiplayer mod in the future? that would be fun as hell :D

Thank you!

About multiplayer ... maybe eventually? Coop would be fun and deathmatch could work, too. It depends on a lot of factors, but TBH finishing a single player campaign with a full range of weapons, enemies, maps, abilities, and bosses is my first priority.

It's high on my list of "nice to have but not sure about" features.

If a multiplayer Deathmatch system is added, can there be an option to disable teleporting, previous multiplayer vive games have just had people teleporting around and murdering everyone without even giving them a chance, but the locomotion seems a lot more fair.

Oh, I never thought of that issue before. Outright banning teleport will make the game unplayable for people who get motion sickness easily. Maybe seperate them?

Multiplayer would be insane...someday hopefully!!

I have been looking for a game like this since I got my vive. I look forward to updates!

(+1)

One of my favorite vr games, honestly it is


Thanks for the video! Sorry about the dudes clipping into the walls; should be fixed by the next update. BTW, if you are having trouble with the robots: shoot their side cameras for triple damage! They go down pretty quickly.

Looking at your video makes me realize how much my version of the game has changed since the last release. The levels aren't repetitive like this anymore - I'm aiming to release the next version the weekend after this upcoming one.

Thank you!

Haha, my pleasure! I had a blast making the video. Ohhhh, so that's their sweet spot- got it! Haha, so awesome, I can't wait to try it out! I loved the Wolfenstein vibe, and how you at the same time created something original with a lot of charm. Funny enough though, I remembered playing halo 1's multiplayer on like that prisoner map during my play through. It'd be way cool being able to play this with basic pvp! haha. Thanks for the awesome game, can't wait to try out the update!

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