Dec 24, 2017

VR Room Motion Curator: Detached

All of the Room Motion. Six degrees of motion controller input for facing direction and movement. Trailer suggest non-player controlled movement events will occur too.

Each launch, there was a popup error message on my desktop that needed clicked "Ok" for to allow the game to launch. The initial location of the opening menu always put my head inside of the selections. On the left (invisible) controller, hitting down on the touch pad reset the room's position. Game didn't tell me this.

Dec 22, 2017

VR Room Motion Curator: OrbusVR

Paraphrased From Developer Daynab: By default we use the teleporting movement standard like many VR games, but you can opt to turn on sliding locomotion (with a few different settings for camera orientation). So you can pick which of the two types of movement you want. There is an airship you can go on to travel between cities. Traveling via the airship is peaceful, requiring minimal attention for when you need to get off.

Dec 15, 2017

SUPERHOT Multi Profile Manager

SUPERHOT is a fun game, but it is designed such that sharing the true experience from start to finish with others is not possible. The game is intentionally designed to have a single user profile to ever exist. Due to it's story, this makes sense.

I still wanted to share the full experience (perhaps sans-achievements) with friends, so I created a tool that renames the game saves of both SUPERHOT and SUPERHOT VR to allow additional users to enjoy the game. If the game is running while you attempt to alter the game saves, it will refuse. I imagine if I allowed that, overwrites of game saves and loss of progress would be likely. If you find this tool useful, let me know on twitter @memoryleaked

SUPERHOT Multi Profile Manager download link

Please inform me of any bugs you find. I can't fix what I don't know about.

This works on my Win7 machine. I don't have other OS'es to test this on. I haven't tested this when the user only owns one of SUPERHOT or SUPERHOT VR. It should be fine.

Dec 11, 2017

VR Room Motion Curator: RuneSage

Starts with float logo that follows the face without any other indicator of where the room is.

Adjusts player's height based on where your head is over different terrain. For example, as you move around in RL while on VR stairs, your view height changes. Avoidable by not moving around while on ramp surfaces. If you move your head over a stool, view point fades out and back in at new height. Teleporting is a mechanic in which the player isn't shown the movement from one point to another, and instead their viewpoint instantly moves the the new spot, or the view fades out then back after a short duration in at the new location.

Zoom Teleporting is when the user is shown their teleport movement over a short period of time, zooming to their new location. Wall walking occurs when the player attempts to stick their head though a VR wall. This game teleports the player unexpectly away from the wall they were about to wall walk past.

Intended to be No Room Motion, but fails on a few points. Floaty Logo, Forced player height while RL walking, unexpected teleport on wall walk attempts. Usually uses teleporting, but sometimes fails to fade the viewpoint and shows the player's zoom teleport.

Store Link

Dec 10, 2017

VR Room Motion Curator: Derora

Room Motion game. Room Motion game. Locomotion by pulling oneself around (swinging arms motion with touchpad, object grab and move yourself climbing with trigger). After initial game start, the room moves around you a small amount.

There are times menu screens move on their own. I think they are adjusting to user height way too late. This game is in going to be in Early Access later this month. I consider the menu adjusting portion to be a bug that may be fixed.

Steam Store link

Dec 9, 2017

VR Room Motion Curator: Cosmic Trip

The returning to ship screen has Room Motion, flying though space. This occurs on launch, death, and victory. Once you learn the sound effects, it would be easy to know the duration to keep your eyes closed, as no interaction is needed. The main game doesn't have Room Motion in it.

Sep 10, 2017

Egyptian Rat Slap: Patch History

Patch History

2017.09.12
+Main screen "Slap!" icons changed to "Playing!" and "Join!" icons to better indicate how to play with more players.
+Play order now defaults to Clockwise. Option added to allow players to play backwards if they want to (currently listed under Slap Option...).
+Hopefully improved performance where a memory leak may have been problematic.
+Tens was coded as considering Aces as a value of 1, and considered the top and third cards when the second card was a face card. This is no longer true. The coded rule now matches the rule text. (top to cards only, Aces count as a face card).
+Victory screen no longer references players by number. "Grats! You won!"
+Version added to title screen
-Still don't have the game's title on the title screen...

2017.09.01
Game exist! Initial release.