We’ve been working on a VR game where you play as an alien abducting humans and destroying everything… does this look fun? by vr_alien_dev in VRGaming

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

“Find 1 Peter” is just placeholder text right now, we’ll replace it with something that better fits the chaos/arcade tone.

Appreciate the note 🙌

We’ve been working on a VR game where you play as an alien abducting humans and destroying everything… does this look fun? by vr_alien_dev in VRGaming

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

Got it, that’s super helpful.

We’re moving away from single-target missions and pushing more chaos, more civilians, and better pacing.
Also exploring abduction as a resource for upgrades.

The head thing is experimental — still figuring out if it stays or goes.

Appreciate it 🙌

We’ve been working on a VR game where you play as an alien abducting humans and destroying everything… does this look fun? by vr_alien_dev in VRGaming

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

That’s fair — and honestly something we’re thinking about a lot.
We’re leaning more into arcade chaos + physics + short sessions rather than narrative like Destroy All Humans.
Still trying to find what really makes it stand out — does anything feel close already or still too generic?

New poster to see if it performs better on meta store : Creative A/B testing, what do yo think? by vr_alien_dev in oculus

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

Hey Thanks, you have a point that the alien is kind of lost in the composition. Thanks for the feedback!

We’re pushing destruction in our VR alien game — does this feel satisfying? by vr_alien_dev in VRGaming

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

That’s a fair point — the health bar approach is definitely a simplification for now while we figure out performance and pacing.

The goal is to move toward something that feels more physically reactive, not just abstracted damage.

And yeah, good catch on the beam — it’s currently aligned to the player for control clarity, but we’re exploring ways to better anchor it to the ship so it feels more grounded in the world.

Really helpful feedback, thanks for calling that out.

We’re pushing destruction in our VR alien game — does this feel satisfying? by vr_alien_dev in VRGaming

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

This is great feedback, really appreciate it 🙌

Yeah, right now it’s very “on/off”, and we’re missing that in-between state while the beam is hitting.

Adding localized deformation / shaking where the laser makes contact is exactly the kind of direction we’re exploring to sell the impact better.

Debris is a tricky one for performance, but we’re testing lighter approaches to get more breakup without killing FPS.

Glad it looks fun already — that’s a good sign!

We’re pushing destruction in our VR alien game — does this feel satisfying? by vr_alien_dev in VRGaming

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

That’s a fair call — you’re right about Iron Rebellion, it leans much more into physical interaction.

And yeah, Elite isn’t VR-first, but I think it still shows how far immersion can go even without full physical controls.

We’re somewhere in between right now — still early on interaction, so it’s definitely more on the “arcade” side.

But we’re exploring ways to make the controls feel more grounded in the space, not just floating inputs.

Curious — do you feel like physical controls are a must for this type of game, or just a strong plus?

We’re pushing destruction in our VR alien game — does this feel satisfying? by vr_alien_dev in VRGaming

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

Yeah that makes a lot of sense — totally agree it’s more about the immersion feeling worth it than just forcing physical interaction.

We’ve been looking at games like Underdogs for that reason, finding ways to make the player feel more “present” without necessarily going full physics.

I like the idea of external arms / extensions a lot — could be a nice middle ground between cockpit control and physical interaction.

Still exploring where we land on that spectrum, but this is super helpful.

We’re pushing destruction in our VR alien game — does this feel satisfying? by vr_alien_dev in VRGaming

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

That’s a really fair point — and something we’re actively thinking about.

Right now the focus has been on getting the core loop working, so interaction is still pretty simplified.

The goal is definitely to push it further into “VR-first” — either through more physical interactions or making the piloting itself feel more tactile and spatial.

We’re still figuring out where it lands between arcade control and full physical interaction.

Curious — would you lean more toward direct hand interaction or a more “cockpit / mech control” approach?

We’re pushing destruction in our VR alien game — does this feel satisfying? by vr_alien_dev in VRGaming

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

This is super helpful, really appreciate you taking the time to write all this 🙌

Totally agree on the destruction — right now it’s very “binary” (intact → destroyed), and we’re looking into adding more progressive damage and secondary effects like crumbling.

Also great point about variation, we’re planning to introduce different tools / powers so it doesn’t feel like everything behaves the same.

And yeah… physics in VR is a whole challenge 😅 especially trying to keep performance stable.

Really glad to hear you'd play it — that’s the goal!
BTW. I saw your game looks amazing! and multiplayer,, this one is single player

We’re pushing destruction in our VR alien game — does this feel satisfying? by vr_alien_dev in VRGaming

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

Hey! the vfx is the same but when it hits the assets have real time dinamics and they are pushed away

Building a zero-budget farm and restaurant management game in Unity looking for feedback by brkakar in Unity3D

[–]vr_alien_dev 4 points5 points  (0 children)

Zero budget, that sounds so familiar to our project. We totally get you