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A jam submission

Sunscreen Doesn't Work In HellView game page

A bullet-hell magic-themed roguelike FPS with fast gameplay and randomly generated maps. Play alone or with friends!
Submitted by flamingrickpat (@flamingrickpat) — 2 days, 23 hours before the deadline
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Sunscreen Doesn't Work In Hell's itch.io page

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Comments

Submitted

Can I play this on my quest? I tried copying the files to it but can't figure out how to run from there. I remember there's that 'sideloading' thing but I haven't done that in forever

Developer

This only runs on the PC. You need to have the Oculus Software installed. Running the SuncreenVR.exe should open it in Oculus. I only have a CV1, is the Quest the one you can connect to your PC with a cable? 

Submitted

Got it working thru the wifi connect thingie quest can do with my PC.

This is fun to play in VR! I like being able to point my hands and spray magic all around. It's so cool to jump and fly as well. But huge issue for me is that the jump and dash buttons are the A and B buttons and I can't move with the joystick and press this at the same time.

The UI moving with my head isn't good, I'm trying to look up to see text at the top of the screen and the UI runs away from me.

It seems I can change my name but the VR keyboard doesn't come up to allow me to do so.

It's really hard to read the translucent text in VR.

The in-game hands don't match mine and the wrists are bending in a bad way.

None of the control instructions are relevant to VR, also I'm shown non-VR options like "fullscreen."

The game kept crashing when I would take the VR headset off while it's running.

There's this bizarre shimmering in the beginning area but that could be on my end, I don't think the oculus air link is the best way to play this.

In the beginning with all the power ups on the ground it's not clear to me why I can pick some up but not others. Update: I get it now. This is a multiplayer game so there's 4 sets of a starting loadout.

There are two white dots on the ground that indicate where I'm aiming with each hand. It would be nice to differentiate them so I know which hand is which. They are very small and hard to see too.

I can't figure out how to use the rocket launcher. I used it on accident while in the menu at some point.

The arrow indicating my direction by the map doesn't seem to line up with the map.

When I'm in the middle of combat, I keep getting too excited and pressing in the thumbsticks. This accidentally brings up the weapon selection.


Overall quite impressed with how far this has come and the experience you're creating! The fun is there and it's a cool boomer shooter experience.

Developer

Awesome, I'm glad you enjoyed it! And thanks for your feedback! Next version will have a better VR experience.

Submitted

I beat the first floor and was ready for more. Visuals are nice for the most part, but the models/textures in totality feel non cohesive. Audio is ok. Spells are fun, but hard to keep track of, both what ammo type they use and what specialty they have. Shoulder cannon and grenades didn't get much use at all. It was relatively easy, I mostly circle strafed but the occasional projectile guy or swarms from both directions encouraged the occasional shake up of having to jump around like mad. I liked the variety of room types, though they could use some more hazards than just a pool of liquid.

It's an improvement since last I played, hope to see it worked on more.

Developer

Thanks for playing and for your feedback! 

Yeah, the textures for the enemies are just AI-generated placeholders. I'll overhaul them at some point.

I do plan on making new rooms with more hazards like moving lasers or flame throwers, also more platforming. Also smarter enemies that discourage circle strafing through flanking and predictive firing. 

Don't worry, unemployment has gifted me with enough time to work full-time on this project. It will only get better.

Submitted

I'm not sure if I get how to play it. In general I can resort to circle strafing around the arena while shooting, until there's a room with an enemy that shoots a barrage so big it pretty much kills me on the spot.

I can see there's a sort of rock paper scissors weakness system going on, but there's not much feedback among all the visual noise. I would like to have a sound feedback on hit to know if I hit at all and how effective it really is.

Double Jump Dash Hard is probably the closest to fun way to play for me.

Developer

Thanks for playing! If you managed to get far on Hard you're probably doing it right. Circle strafing is the best strategy right now. This is one of my main concerns, I plan on spicing things up with smarter, flanking enemies and new rooms that discourage circle strafing with environmental hazards and platforming. I also thought about hand crafting each room and manually placing the enemies.

 I do plan on toning down the noise, maybe simplify all the explosions and remove smoke.

Submitted

Thank you very much for including an Options Menu and letting me disable Lumen etc. my PC is trash, but now I'm able to play this without too much lag. Not going to comment on any graphical Glitches, performance or weird looking Stuff tho, because thats probably from my End now.

Your Spellcrystals etc. don't follow the Hands through the Animations, only their general Position.

Music is nice, menu button for closing on the Top is weird.

Didn't know what the Room Colors ment initially, overall the UI Stuff could be better.

As could the Rooms and the Weapon Animations. They are just kind of nonexistent, and in the case of the Sword, the Rocketlauncher flings weirdly across the Screen. Shield is useless, does nothing.

Rooms are all okay-ish, but rather bland, and all end up in just circling around the outside while shooting behind you until everything is dead.

The Skull-spawners also lag out everything extremely, might be relevant even with my trash Setup, so I thought I'd mention that.

Overall Gameloop works fine I guess.

Developer

Thanks for playing and for your feedback!

Yeah, all the spells are basically locked to the location of the hand bone and rotate to face the crosshair. Not the best way to do it, I know.

Hmmm, I don't really know how to spice up the current animations. I'll add new active items like talismans with which you can do special magic attacks. I already have the Mixamo magic animations for it.

Level design and progression is definitely an issue. I'll probably keep the rooms I have for the first floor, but make it way shorter. I plan on adding more platforming and moving environmental hazards to the 2nd floor, the catacombs.

Sorry about the skull spawner! This problem only started once I upgraded to UE5.1.1 after I had to reinstall everything. The level 3 skulls also lag on my PC.

Submitted

If you spice up the Animations, the Crystals being stuck to the Handbone should already work out well enough, your Hands just don't really move a lot at the Moment.

>I already have the Mixamo magic animations for it. 

An easy Way would be to make your own magic Animations. Just something more then only moving slightly back and forth, especially for the fireball lobbing etc, where you have a lot of windup time to do fancy casting. Don't know how well that'd work for VR tho.

Developer( 1)

Thanks, you just gave me a pretty cool idea for the fireball.

>An easy Way would be to make your own magic Animations. Just something more then only moving slightly back and forth

They only move slightly back and forth because I made them myself :( Well, time to learn how to do proper animations then.

(1 edit) ( 1)

The gameplay is fast and fun, movement is smooth, and the mixing and matching of spells on your hands, while takes a bit getting used to works pretty well. I've only encountered one minor issue on flatscreen mode where the exit direction of the shopkeeper's room didn't match the compass (facing the exit it points to east but the room exit is to the north). For the blue fire floor, I had a feeling that it might damage you, but after falling in and seeing no damage feedback I thought it was safe after all - until I got killed by it, so some feedback that it hurts the player might be good. Similarly, for spells with cooldowns and charge ups, an indicator of when you can fire again/how the charge up is going would be nice as well. This is minor, but for Viridian orb it also seems like the projectile spawns pretty far away from you.

For VR (played on the Index), I did notice a couple of issues. The main menu "sticking" to your face feels weird as a start. On the right spell wheel I was only able to select Viridian orb and Scatterblast, though the left spell wheel worked fine. I was seeing both a white hand and full body, and the option of turning full body off/on didn't seem to do anything. Also sometimes I wasn't able to jump out the blue flame pools in VR, ending up getting stuck in them while this wasn't really an issue in flatscreen. Enemies and general objects also seem to block the raycast for using menus, making the menu operate when you die and get swarmed difficult. And while I have a decent PC, it felt pretty demanding on performance even with everything but Shading Mode/Lit turned off (even had to go Unlit in the end).

For my more objective findings, getting all spells dumped on me was a bit daunting at first. I'm not sure what kind of progression you've planned, but I'm wondering if something like starting with only one spell per color (even random for each run) and then unlocking the rest later would be something worth experimenting with. Even with randomness rooms get a bit repetitive at a certain point - maybe something like multi-wave spawns could spice things up. Similarly for end of room upgrades, I'd like to be able to choose one upgrade between multiple options as with only being offered one feels "I'll take it I guess".

Specifically for VR control, I'm personally not a fan of having to use thumbstick press as it is the mother of drifting sticks. It wasn't a big issue changing the mapping in SteamVR, but would be nice to have an option to open the wheel without it by default (even if it removes the ability for you to move and turn during). I understand it's the curse of limited buttons, but I noticed Grab wasn't being utilized so maybe there's a way to map things that leaves one facebutton free for it on both controllers.

Overall I think the foundation is solid so far and with enough polish I could see myself going back to this game every now and then for a few runs.

Developer

Thank you for playing and for your detailed feedback!

Damage feedback, charge up indicator sound great, I will definitely add that. Ah, the Viridian Orb. I had a problem with the projectile colliding with the player mesh and forgot to change the spawn location after fixing it.

That you were only able to select 2 spells on the right hand is a real problem. No idea what could cause this. The axis mapping should be the same on the Index as on the Rift. Hmmm. Performance is also a well known problem, I don't really know how to fix it tbh :(

Yes, after getting the feedback from this demo I'll rework the whole progression system. A lot. I'll probably make smaller floors with less rooms, a boss fight on each floor that rewards the player with a new spell. Or maybe a spell each time a new enemy type is introduced. 

How did you remap the VR controls?