Ghost League Pre-Alpha Demo
5 years ago
Absolutely fantastic, I've spent more time playing two short levels in a rough pre alpha than I have in every other quest game I have combined. Still haven't got ghost rank but I'm close :) I'll warn other players there is definitely a learning curve, but give it a little time and you'll fall in love with the fluidity and freedom of movement it grants you. This is everything I ever wanted from a vr platformer and makes the others I own kind of boring to go back to. My experience wasn't perfect but I'm giving it 5 stars just for the amount of fun I had and so hopefully more people see it and back the project.
I have some complaints but I recognize this is a pre alpha and It's going to be a bit rough around the edges. Any sort of audio, visual or haptic feedback for landing, successful grapples and your hands overlapping grabable surfaces would make the controls feel much more reliable (if there were any they didn't stand out enough to notice, the vibration when grabbing walls and the failed grapple noise was appreciated). making the hook a bit larger visually would make it easier to gauge the distance it has traveled. The orbs are hazy enough that you might not even notice them when up close. Climbing is by far the least polished mechanic, and in any good run I pray I don't have to do it at all as it feels like a last resort and more punishing than just falling and respawning. I managed to get a good feel for all the other movement mechanics after a few hours, but climbing has remained inconsistent and frustrating. Maybe Im just not doing it right. Attempting to throw myself off a wall rather than slowly crawl up it is met with clipping into it and cancelling my momentum more often than not. Losing all vertical momentum on collision with walls feels unintuitive in general. slowly crawling is the only reliable way to climb which is a shame given how fast the rest of the game is.
Lastly just an idea. a one handed leap with half the force of the two handed leap.
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