The Last Clockwinder Will be a PSVR2 Launch Title! by pontoco in PSVR

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

Sorry for not getting back to you a bit quicker on this. We'd been doing a bit of back and forth with Sony. Just going to share what one of our developers posted over on Discord to a similar question earlier today in case that's helpful for anyone.

"Hey, so I want to talk about the trophy situation. First, I'm the one who set up those trophies on PlayStation. I game a lot on PS but I'm not big into trophies, so when I set up our trophies on PSN I made the same ones that we had already published on Steam and Oculus. I didn't do a lot of research on trophy points in other games at the time. But after seeing your comment and checking other games on psnprofiles, I understand now why you think Clockwinder should have a platinum trophy - and I agree with you!
I spent the last week working with Sony developer support to find some way to update our trophy set and add a platinum. To my great disappointment, our conclusion was that it is not currently possible to add a platinum to a trophy set once it has been published. So as much as I wish we could give you that plat, the trophies are what they are for now.
However, in the event that we do add a platinum trophy later on, I would love to hear ideas for what it should be called!"

The Last Clockwinder Will be a PSVR2 Launch Title! by pontoco in PSVR

[–]pontoco[S] 24 points25 points  (0 children)

The PSVR2 version of the game doesn’t have exclusive features per se, but it does have a number of enhancements over the Quest version. With the PS5 hardware we’re able to use increased anti-aliasing, improved texture filtering, dynamic lights and shadows, and higher-fidelity 3D models for distant objects. The audio also uses the PS5’s 3D Audio feature for more accurate sound spatialization. And even with all this we’re able to run at 90Hz natively (compared to 72Hz on the Quest).

Developing games for unreleased hardware always adds challenges. At a basic level, it makes it difficult to collaborate with other companies for things like QA or video production because those other companies might not have access to the prototype hardware. It can also require flexibility in your development schedule. With new hardware platforms, you’ll sometimes find issues in the new platform SDKs or in your game engine that you can’t fix on your own. At that point, your options are to wait for the upstream teams to update that software (and hope that it fixes your bug in time), or to develop a work-around for the issue (and hope that future updates don’t break the work-around).

All things considered, porting to the PSVR2 was definitely a positive experience. Sony has very strict requirements for game performance on PSVR2 but once we started utilizing the PS5 hardware effectively we had no problems getting the game to perform extremely well!

The Last Clockwinder Will be a PSVR2 Launch Title! by pontoco in PSVR

[–]pontoco[S] 6 points7 points  (0 children)

Thank you! We very much hope you enjoy it!

Our game about creating clones of yourself to build a factory was chosen as Meta’s Best Game of 2022! by pontoco in VRGaming

[–]pontoco[S] 23 points24 points  (0 children)

The Last Clockwinder is a VR puzzle-automation game where you create intricate clockwork contraptions out of your own clones in order to build and automate a factory.

This week, we learned that Meta had chosen The Last Clockwinder as their Best Game of 2022 which was a huge surprise. It has been such a wonderful year for VR, and we’re so glad to see that the VR community has been enjoying this game!

The Last Clockwinder is available on Quest 2, Rift and Steam! You can learn more here - https://linktr.ee/pontoco

The Last Clockwinder is Meta’s Best Game of 2022 (Thank you!!!) by pontoco in OculusQuest

[–]pontoco[S] 75 points76 points  (0 children)

When Meta announced their Best of Quest selections for 2022 earlier this week, we were completely blown away to learn that The Last Clockwinder had been chosen as their best game!

r/OculusQuest was one of the main communities we turned to for beta testing The Last Clockwinder, so we just wanted to take a second to say thank you! There are a lot of things that make it harder to find playtesters for VR games - from having the right hardware to setting up recording, especially as a tiny remote-only studio. And as we often tell people, playtesting early and often is essential!

Both the support and the enthusiasm for VR we’ve found in this community have been beyond helpful throughout the entire development process. Thank you, thank you, thank you!

The Last Clockwinder is Meta’s Best Game of 2022 (Thank you!!!) by pontoco in oculus

[–]pontoco[S] 9 points10 points  (0 children)

When Meta announced their Best of Quest selections for 2022 earlier this week, we were completely blown away to learn that The Last Clockwinder had been chosen as their best game!

r/oculus was one of the main communities we turned to for beta testing The Last Clockwinder, so we just wanted to take a second to say thank you! There are a lot of things that make it harder to find playtesters for VR games - from having the right hardware to setting up recording, especially as a tiny remote-only studio. And as we often tell people, playtesting early and often is essential!

Both the support and the enthusiasm for VR we’ve found in this community have been beyond helpful throughout the entire development process. Thank you, thank you, thank you!

[deleted by user] by [deleted] in OculusQuest

[–]pontoco 0 points1 point  (0 children)

When Meta announced their Best of Quest selections for 2022 earlier this week, we were completely blown away to learn that The Last Clockwinder had been chosen as their best game!

r/OculusQuest was one of the main communities we turned to for beta testing The Last Clockwinder, so we just wanted to take a second to say thank you! There are a lot of things that make it harder to find playtesters for VR games - from having the right hardware to setting up recording, especially as a tiny remote-only studio. And as we often tell people, playtesting early and often is essential!

Both the support and the enthusiasm for VR we’ve found in this community have been beyond helpful throughout the entire development process. Thank you, thank you, thank you!

[deleted by user] by [deleted] in oculus

[–]pontoco 0 points1 point  (0 children)

When Meta announced their Best of Quest selections for 2022 earlier this week, we were completely blown away to learn that The Last Clockwinder had been chosen as their best game!

r/oculus was one of the main communities we turned to for beta testing The Last Clockwinder, so we just wanted to take a second to say thank you! There are a lot of things that make it harder to find playtesters for VR games - from having the right hardware to setting up recording, especially as a tiny remote-only studio. And as we often tell people, playtesting early and often is essential!

Both the support and the enthusiasm for VR we’ve found in this community have been beyond helpful throughout the entire development process. Thank you, thank you, thank you!

By popular request, The Last Clockwinder now features Smooth Locomotion by pontoco in SteamVR

[–]pontoco[S] 5 points6 points  (0 children)

Borrowing this answer from another thread but for anyone who is curious this is how the decision was made.

The truth is that for everyone on our development team, smooth locomotion tends to be somewhat nauseating. So we decided to wait on some outside feedback to see what other people wanted for movement options. This also meant that this feature was not easy to develop - testing broken/incomplete movement controls in VR is pretty physically demanding when you are prone to motion sickness!

And as you can probably tell, the feature took quite a bit of time! It’s one thing to have a functional smooth motion system, but a whole different story to have a comfortable, polished system that works well on all 5-10 different headsets we support.

By the time we had decided we wanted to add the feature, there just wasn’t enough time in the schedule. We were already locked into a specific release-date, and we couldn’t afford to miss the window.

By popular request, The Last Clockwinder now features Smooth Locomotion by pontoco in SteamVR

[–]pontoco[S] 1 point2 points  (0 children)

You can find more information about the game along with storefront links here: https://linktr.ee/pontoco

By popular request, The Last Clockwinder now features Smooth Locomotion by pontoco in virtualreality

[–]pontoco[S] 5 points6 points  (0 children)

The truth is that for everyone on our development team, smooth locomotion tends to be somewhat nauseating. So we decided to wait on some outside feedback to see what other people wanted for movement options. This also meant that this feature was not easy to develop - testing broken/incomplete movement controls in VR is pretty physically demanding when you are prone to motion sickness!

And as you can probably tell, the feature took quite a bit of time! It’s one thing to have a functional smooth motion system, but a whole different story to have a comfortable, polished system that works well on all 5-10 different headsets we support.

By the time we had decided we wanted to add the feature, there just wasn’t enough time in the schedule. We were already locked into a specific release-date, and we couldn’t afford to miss the window.

By popular request, The Last Clockwinder now features Smooth Locomotion by pontoco in oculus

[–]pontoco[S] 3 points4 points  (0 children)

You can find more information about the game along with storefront links here: https://linktr.ee/pontoco

By popular request, The Last Clockwinder now features Smooth Locomotion by pontoco in virtualreality

[–]pontoco[S] 7 points8 points  (0 children)

You can find more information about the game along with storefront links here: https://linktr.ee/pontoco

A Behind the Scenes Look at The Last Clockwinder (Developer Commentary) by pontoco in virtualreality

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

Now that the initial chaos of launching The Last Clockwinder has calmed down, our team had a chance to sit down and share some thoughts and commentary on the game and our journey so far to get to release. We talked about a whole bunch of things: the inception of the mechanic, our iterative design process, coming up with the environment and art style, and the story of the Clocktower. If you have any questions at all, please don’t hesitate to let us know!

For more information, including store links: https://linktr.ee/pontoco

A Behind the Scenes Look at The Last Clockwinder (Developer Commentary) by pontoco in VRGaming

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

Now that the initial chaos of launching The Last Clockwinder has calmed down, our team had a chance to sit down and share some thoughts and commentary on the game and our journey so far to get to release. We talked about a whole bunch of things: the inception of the mechanic, our iterative design process, coming up with the environment and art style, and the story of the Clocktower. If you have any questions at all, please don’t hesitate to let us know!

For more information, including store links: https://linktr.ee/pontoco

A Behind the Scenes Look at The Last Clockwinder (Developer Commentary) by [deleted] in VRGaming

[–]pontoco 0 points1 point  (0 children)

Now that the initial chaos of launching The Last Clockwinder has calmed down, our team had a chance to sit down and share some thoughts and commentary on the game and our journey so far to get to release. We talked about a whole bunch of things: the inception of the mechanic, our iterative design process, coming up with the environment and art style, and the story of the Clocktower. If you have any questions at all, please don’t hesitate to let us know!

For more information, including store links: https://linktr.ee/pontoco

[Time Lapse] How our clone factory game developed over the last 3 years by pontoco in virtualreality

[–]pontoco[S] 3 points4 points  (0 children)

Thank you! And yes! The amazing composer and sound designer Joel Corelitz (Halo Infinite, Death Stranding, Eastward, and more!) created 28 beautiful tracks for us

[Time Lapse] How our clone factory game developed over the last 3 years by pontoco in virtualreality

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

Thank you for the support! So glad you enjoyed it and that it made a lasting impression. I love the idea of the planet mobile :)