VR # AVOID
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VR # AVOID is a short but intense game in which you have to physically avoid the ever-accelerating grid for as long as you can. By collecting objects while doing so, you can earn additional points and temporarily decrease the grid speed.
– Different difficulties with own local highscores for a challenge.
– Choose different songs to play with
– Ability to decrease the saturation for better vision clarity.
– Optional spectator or stream cameras: first-person better fov and third-person view from behind.
Steam User 3
highly worth checking out as a fun way to exercise, would love to see more elements and challenges flesh it out as a game.
Could easily become the Super Hexagon of VR.
Steam User 3
It's exactly what it says on the tin: it's a VR game where you avoid the walls.
The mechanics are explained roughly on the wall behind you. To go in depth:
You pick your difficulty level. You have a headset and two hands. You dodge the walls (called "grids") that come at you to the best of your ability. You start with 10 life, each wall dodged heals one (up to your maximum of 10), each time you hit a wall you lose 3 life (per item you hit the wall with - so if a wall hits both hands and your face, you lose 9 life, but if it grazes your hand you lose only 3).
Each wall dodged is 10 points. Hitting the wall with anything loses 3 points. There are two dots you can collect. The unshiny one just gives you 10 points if you use your hand to collect it. The rainbow shiny one slows the walls down - without this powerup, the walls speed up very fast and it becomes hard to dodge, so you really need that powerup.
Each difficulty has a maximum number of grids, and so a maximum number of points; the maximum score is 700 for every 50 grids (so the first two maps have a maximum score of 700). There is a skull difficulty, and the dev seems to think it is impossible to clear (it probably has some ridiculously high cap in practice, he says it's softcapped based on how hard it gets.)
The game provides an excellent workout, for those who play these game for fitness purposes.
There's exactly one comparable game to my knowledge, which is Linea VR; essentially this game without the "grabbing" aspect and with a different theme (Swedish chiptunes vs. 90's vector graphics). I'm going to compare.
In Linea there is a progression (unlocking each level after beating the previous one), achievements, and (most importantly) meaningfully different patterns. The graphics are cleaner - red on white/black is excellent for dodging. However, some of the patterns Linea throws at you are extremely difficult to dodge, and there's a certain level in the middle of the game which may well be a wall to many people. The gameplay is very "binary" - you either dodged the wall or you didn't, but the speed never cranks up, turning it into a slog. There's also no calibration, which makes the game meaningfully different for people of different heights - 3 inches of height either way drastically changes your gameplay experience, and the end result is that you wind up with tall people in the reviews complaining about back pain because they're bending over to get at the right height. The interface is intuitive, but it forces you to walk up to the menu and click. The game instakills you if you walk outside the regular play area.
Here, the entire game is thrown at you at once (although it is early access, this may change) - this means that you have no sense of progress, but also there's no hard walls preventing you from playing anything else. There's only a couple of meaningfully different patterns, but what is there can clearly always be dodged (except perhaps for the level the dev acknowledges is likely impossible). The graphics are dirtier but more fun. Gameplay is more forgiving - you can hit a wall and recover - but simultaneously more urgent (it is hard to recover from missing the rainbow dot) and after some amount of increased intensity you simply cannot progress until you get better. Calibration can be cheesed, but it also keeps differently-tall people from either hurting their back or being shut out of the game entirely. The interface is...a little poor, but you have the point/shoot option. You can walk outside the regular play area without getting punished immediately, but you'll lose fast because the geometry of the walls extends outwards in that direction beyond their hitbox.
It seems as if the dev looked at the other, dominant game like this and decided to go completely in the other direction on a lot of questionable choices. This is sometimes good and sometimes bad. The end result is a game of similar quality to its competitor - and its competitor is good. However, for people whose height is shorter than 5'6" or taller than 6'0", the calibration feature this game has makes less likely to cause lasting physical pain than Linea; as someone who is on the taller end of that, I must recommend this game above similar games for that reason alone. The $1 price difference in favor of this game is negligible, but calibration is a big deal.
This game currently lacks global scoreboards. This is right at this stage of Early Access, but I hope to see them implemented in a few months.
(Note: I'd originally left feedback in the community hub, but a patch addressed the worst parts of it - the dev seems responsive to feedback, which is very good for an Early Access game).
Steam User 10
Experienced on the Meta Quest 3
You can view my gameplay here:
This is a neutral recommendation. So I can't really do a proper review for this game because I frankly had to tap out after about 30 minutes of gameplay in 2 days. There's no way I can play in the higher difficulties being a middle-aged gamer.
The good news is that you can totally play in the lower difficulties as long as you're in semi-decent shape. If you can move around okay like me, then you can do the easier difficulties. I could do up to level 5 difficulty. However, after that I just couldn't really keep up anymore.
This is a simple game. It's basically an endless runner / tunneler / hole in the wall game. You move up or down, left or right avoiding the obstacle and trying to catch the glowing orb. Things start out slowly, but the intensity picks up pretty soon. There are several original tracks. You can play in either normal or intense mode. There are 10 difficulty levels.
Game is running on the Unity Engine. On my RTX 3080, I was getting mostly 72 fps. I did not experience any issues or bugs. There are no graphical settings however, other than the "intensity" mode which means more washed neon colors. There is height calibration as well so it shouldn't be too hard to reach up or get down.
My biggest complaint about the game is that it is pretty repetitive. It needs more variety in the gameplay (look at Linea VR for inspiration). I would also suggest maybe the dev can add breaks in between the dodging and add like a punching out mode in between or a shoot the targets in between. There also needs to be more visual variety (not just looking at the same tunnel with different color tones). Maybe also a way to keep up with your career workout progress.
Rate ?/10.
Please note: I received a free Steam key through the Steam Curator Connect program. If you enjoyed my review, please consider joining my Steam Curator group Oculus Rift Reviews.
Steam User 3
This will murder your legs, well it did mine, I hope for zombie legs in the morning. Good times!