The demo of Somnia showcases a promising VR game. What makes it special are the beautiful artistic and dynamic environments, as well as the satisfying gameplay mechanics that allow you to fly, cast spells (including shields and fireballs), climb, walk, and sprint, all while being able to stop abruptly with a gesture.

The combat is both challenging and enjoyable, and once you get the hang of it (which may require some practice), it feels like a seamless death-dance with the enemies, which are surrealistic in their own right, much like the landscape itself.

There is room for optimizing the mechanics to make gestures less "lengthy", especially considering the fast-paced combat that requires swift movements. It would be great to have dynamic adaptation based on the user's arm length, which could be measured during the calibration phase; or maybe have a sensitivity slider in the settings to register shorter gestures. Think like mouse sensitivity-like but for hand/arm gestures.

Other than that, the demo feels unique, special, immersive, and fun to play, and keep in mind, this is just a demo. We are definitely witnessing a game with the potential to become something extraordinary. I highly recommend trying the demo and following its development for future updates.


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Codebase Surreal
2 years ago

Thanks a lot for the feedback - especially for the video, we really appreciate that. We are in early stages now so a feedback like this is really valuable for us.

First, we completely agree with some gestures being too "lengthy". This is a good point especially since we are aiming for fast-paced combat. We are already working on "shortening" them (especially jump & shield, as well as shamanizing fireball). We will do some testing this weekend and release and updated version with shorter gestures.

Secondly, we are actually re-working the gesture and movement system from scratch. So hopefully once we deliver these updates (in a few months time), it will feel less clunky (as you noted in the video). However, I noticed some issues in your video with gestures were because you were not doing the gesture 100% correctly. This does not mean at all that is your problem, in fact we want to simplify everything so much so that it will be virtually impossible to do gesture "incorrectly". This a bit harder problem to tackle as we cannot make the gestures too "loose" as this could cause later on issues, such as some gestures being too similar. If you have more opinions / ideas on this front (and the general clunkiness you mentioned), we will be definitely eager in hearing them.

Lastly, we are sorry about the boat bug. We will investigate this and fix asap.

EDIT: We just released new update addressing some of the issues you were having (lengthy gestures & sailboat bug)

2 years ago
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