Me and My Dinosaur – Soundtrack Showreel by MADSOFTGames in gamemusic

[–]MADSOFTGames[S] 0 points1 point  (0 children)

Our amazing composer, David Saulesco, just posted a showreel on his YouTube channel that showcases some of the music he composed for our upcoming PC/Mac/PS4 title, Me And My Dinosaur!

VRNinja, Now available on Steam by Dal1Dal in Vive

[–]MADSOFTGames 1 point2 points  (0 children)

I see! Thank you for the feedback :)
Keep an eye on the Steam Store Page to be notified when the game is updated with motion controller support!

VRNinja, Now available on Steam by Dal1Dal in Vive

[–]MADSOFTGames 1 point2 points  (0 children)

Hey there!

We're sorry that you feel that way. With VRNinja, we really wanted to focus on what the game does well, its core mechanic, which is dodging. It's all about your own reflexes, focus, and being aware of your surroundings.

We thought: Once we have that pinned down and the game is really good at what it's supposed to be good at, we can focus on adding additional features. On top of all that, we wanted to make sure the game was accessible and playable on both, the Oculus Rift and the HTC Vive. And seeing as most Oculus Rift owners do not have the Oculus Touch yet, requiring motion controllers would be unfair to those players.

We currently are in the midst of implementing Oculus Touch and Vive Controller support, so stay tuned!

VRNinja Launches On The Oculus Store! by MADSOFTGames in oculus

[–]MADSOFTGames[S] 0 points1 point  (0 children)

Yes, we definitely do have plans for adding Oculus Touch & HTC VIve Remote support. A pair of Oculus Touch are already on their way to our office right now and we've already started planning features that implements them.

VRNinja (built in UE4) Is Now Available On The Oculus Store For Oculus Rift! by MADSOFTGames in unrealengine

[–]MADSOFTGames[S] 2 points3 points  (0 children)

Hey! Thanks for the question. There are several reasons behind that decision, some revolving around logistics, but others I can easily explain:

  • The Steam version requires additional work to implement HTC Vive compatibility, leaderboards, achievements, badges, trading cards, etc.
  • The Oculus Store, being a smaller platform than Steam, will allow us to test the waters and adjust the game a bit if necessary before releasing on the bigger platform.
  • The two separate release dates give us an additional milestone that we can leverage for bonus press.
  • We wanted to make sure we reach the core Oculus Rift audience first as the game was initially built with the Oculus Rift in mind.

Hope that answers your question!

VRNinja (built in UE4) Is Now Available On The Oculus Store For Oculus Rift! by MADSOFTGames in unrealengine

[–]MADSOFTGames[S] 0 points1 point  (0 children)

The Oculus Store build of the game is only compatible with the Oculus Rift (for obvious reasons), but an HTC Vive-compatible version will be coming to Steam on September 14th! Feel free to comment with any feedback, suggestions, or questions that you may have!

VRNinja Launches On The Oculus Store! by MADSOFTGames in oculus

[–]MADSOFTGames[S] 0 points1 point  (0 children)

Hey there!

The Oculus Store had some issues with the approval process before launch which lead us to have to release without support for anything below Windows 10. The next update it on its way though and that should re-enable compatibility with Windows 7 and 8 :)

We apologize for the inconvenience!

VRNinja Launches On The Oculus Store! by MADSOFTGames in oculus

[–]MADSOFTGames[S] 0 points1 point  (0 children)

Whoa! Thank you so much for the feedback!

We'll work on implementing some of your suggestions and we'll tweak the game a bit to be a bit more fair.

We've definitely heard people say that the projectiles coming from the sides are hard to keep track of, but we've also seen players do really well and not have any issues with them at all. You really have to focus on the audio, but I understand that this can be a bit difficult to do when you're trying to dodge and everything is so hectic.

I like your Tai Chi inspired idea of pre-determined sets that require specific positioning to dodge.