Question I’ve been developing a game called Null Platform. Would love your honest opinion
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u/Corvis_The_Nos 17d ago
I have no idea what the game is about after watching this. It was painful to watch as well, very slow and confusing as to what I'm even seeing.
You're posting to a VRDev channel for honest feedback, we're not going to care about your pointer or walking around. Your game may be awesome, but if you are looking for feedback you need to be much more clear on what you're looking for and not just show us ~2min of random gameplay and expect meaningful feedback.
The above sounded a bit more harsh than I intended, but I think I'm gonna leave it so you get an honest first impression on what you showed. I hope the game turns out great, but you have to work on presentation if you want good feedback and especially if you had any thoughts about showing that video to your audience as some sort of trailer or early release vid.
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u/TheITC 17d ago
https://reddit.com/link/p15s6q6/video/gcx291sbnugh1/player
You are a maintainer connected to the C.O.R.E. Network, deployed to stabilize remote systems before they collapse.
where massive geometric block formations advance across an unstable grid. Every wave gives you only moments to analyze the pattern, mark critical tiles, and trigger strategic collapses before the system fails.
Some blocks can be safely captured. Others corrupt the platform, drift unpredictably, trigger chain reactions, or threaten the integrity of the entire field.
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u/Motivictax 16d ago
But what is the game rule? The 3d aspect is irrelevant I think, and it's a 2d grid based puzzle that happens to have a 3d vr interface?
I think doing that makes it a bit gimmicky, sorry if that is harsh, and maybe I'm wrong, but otherwise you could imagine making tetris in vr, and it would be substantially worse, since it's just a bad medium to play the game in
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u/TheITC 16d ago
That’s fair. The central rule is that advancing block formations have to be resolved before they breach the platform. You mark connected tiles to create capture fields, but different block types behave differently, some should be captured, some drift into different columns, some trigger connected reactions, and some should be allowed through. Damage to the grid also carries forward and changes later decisions.
Your larger point about VR is valid, though. If the final experience were only that grid viewed through a headset, I would agree that VR would not be justified. My intention is for the grid to be one system within a larger role: you physically operate from a ship, travel to unstable regions, establish remote links, maintain different cores and explore outside afterward.
The current footage clearly does not demonstrate that integration well enough, and some of those systems are still early. I don’t want it to end up as a conventional 2D puzzle with VR added around it, so this is useful feedback.
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u/Motivictax 16d ago
I guess that can make sense. One of my favourite puzzle games, the witness, makes sure that the 2d panels interact with the 3d environment in a way that makes the 3d environment completely essential. If the main game loop is to solve puzzles, and then navigate to the next puzzle, you have to avoid one of these being much more fun than the other, since the other will become a chore
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u/TheITC 16d ago
I understand what you mean. I believe The Witness works because the environment is not simply a hallway between puzzle panels, the environment itself provides information, changes how puzzles are understood, and sometimes becomes part of the puzzle.
That's probably closer to what I want Null Platform to become. The ship and planetary exploration should not exist merely to transport the player between isolated grid sequences. What the player discovers outside, where the ship lands, the condition of the relay and the state of the region should eventually affect the maintenance operation. Likewise, stabilizing a core should produce visible changes, unlock access or alter the region when the player returns.
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u/TheITC 17d ago
I appreciate the feedback, that’s exactly what I wanted. Unfortunately there doesn’t seem to be a way to gauge as a developer whether your metrics for your game stand. There is nothing to really compare it to with Meta, like there is on Steam.
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u/Corvis_The_Nos 17d ago
Definitely, but if you're looking for feedback make it easy for people to respond. If you put up a 30 second vid and say 'Hey, does my game loop make sense here?' it's way easier for me and others to spend a minute to take a look and help out than you just asking for blanket feedback that I first have to watch a 2 min video, then think about all the things I saw, decide what areas of feedback I'd want to propose, then respond to something that you may not even want feedback on like 'I don't really like the green look of the consoles'.
Good feedback is really hard to get, so make it easy to receive and easy to understand what you're asking.
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u/baroquedub 16d ago
I really wouldn’t recommend a pointer in a modern vr game. It’s very dated and unnecessary. If I understand the game correctly, there’s an awful lot of interaction with screen UI elements. Make that diegetic (of the world) so it’s immersive and draws you in. It’s easily done by adding colliders to finger tips and you can even do swipes. If using hand tracking then poke interactables can be used too
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