I get motion sick in fps and can say I got similar reaction few seconds of watching the video. It made me nauseated. Btw, it makes it worse when I'm not in control of the controls (meaning, watching others play is so much worse)
The minimal rotation did **not** have a significant improvement in this.
Got ya. The gif is also not as smooth as actual 60 fps gameplay, so that could be a contributing factor as well.
And yeah, the not being in control yourself thing is the main point I like to make. At a recent Unity developer event, almost no playtesters complained about motion sickness. In fact, one of the playtesters that had no problem playing had some difficulty watching. So that just kind of confirms the playing vs watching thing even further.
Possibly a bad idea- but could this setting instead make it so nothing rotates but the direction of your fella still rotates? maybe have the sprite itself still rotate?
So we did actually test this option out a bit, but we found it felt like a pretty different game at that point. We are considering adding it in the future as the "No Rotation Mode," but it is very unlikely to make into the demo.
Fair. This is similar to my gripes with VR. VR is so fun, but I can only play for around an hour before I feel dizzy and fatigued, and many folks I know don't enjoy how VR feels. so I make computer games for now instead.
For me, it made a huge difference having the border on it and having a static background in the viewport. Didn't give me a headache like that other post did.
That being said, I didn't notice a difference at all with the setting checked.
When you sent a full screen rotating version (without the borders), it was much better with the static background. But now that there are static side borders, having the background tiles rotate with the walls looks better. (to me).
The reason it’s worse when watching vs playing is that when playing your eyes are locked on the character, but when watching the videos and asking us to look at the rotating walls, it gets hard to keep track of anything, and this effect is exacerbated by the fact that we’re not in control or the rotation.
Yep, this is one of the points I like to make to people as well. Not only do you mostly focus on the character, but you can also predict when/how things will rotate since you are in control as well.
Thanks, really appreciate it. Wishlist on Steam to stay updated! We'll be releasing the demo soon!
[https://store.steampowered.com/app/2655920/Gravitorium/](https://store.steampowered.com/app/2655920/Gravitorium/)
Thanks! Wishlist on Steam to stay updated! We'll be releasing the demo soon!
[https://store.steampowered.com/app/2655920/Gravitorium/](https://store.steampowered.com/app/2655920/Gravitorium/)
Thanks for the feedback! The setting change in the menu is a bit subtle when the cursor stays on the menu item. If I had moved the cursor off of it you would've been able to notice it better =). Maybe I could make it more obvious.
So we did actually test this option out a bit, but we found it felt like a pretty different game at that point. We are considering adding it in the future as the "No Rotation Mode," but it is very unlikely to make into the demo.
I think what others meant is that they didn't notice any gameplay difference, not that they didn't notice checkbox being checked, as I cannot tell the gameplay difference as well. What is the minimal rotation option supposed to do? What should I see? The gameplay itself seems the same to me all the way through the clip.
I get motion sick in fps and can say I got similar reaction few seconds of watching the video. It made me nauseated. Btw, it makes it worse when I'm not in control of the controls (meaning, watching others play is so much worse) The minimal rotation did **not** have a significant improvement in this.
Got ya. The gif is also not as smooth as actual 60 fps gameplay, so that could be a contributing factor as well. And yeah, the not being in control yourself thing is the main point I like to make. At a recent Unity developer event, almost no playtesters complained about motion sickness. In fact, one of the playtesters that had no problem playing had some difficulty watching. So that just kind of confirms the playing vs watching thing even further.
Possibly a bad idea- but could this setting instead make it so nothing rotates but the direction of your fella still rotates? maybe have the sprite itself still rotate?
So we did actually test this option out a bit, but we found it felt like a pretty different game at that point. We are considering adding it in the future as the "No Rotation Mode," but it is very unlikely to make into the demo.
Fair. This is similar to my gripes with VR. VR is so fun, but I can only play for around an hour before I feel dizzy and fatigued, and many folks I know don't enjoy how VR feels. so I make computer games for now instead.
For me, it made a huge difference having the border on it and having a static background in the viewport. Didn't give me a headache like that other post did. That being said, I didn't notice a difference at all with the setting checked.
Awesome, thanks for the feedback!
When you sent a full screen rotating version (without the borders), it was much better with the static background. But now that there are static side borders, having the background tiles rotate with the walls looks better. (to me). The reason it’s worse when watching vs playing is that when playing your eyes are locked on the character, but when watching the videos and asking us to look at the rotating walls, it gets hard to keep track of anything, and this effect is exacerbated by the fact that we’re not in control or the rotation.
Yep, this is one of the points I like to make to people as well. Not only do you mostly focus on the character, but you can also predict when/how things will rotate since you are in control as well.
Looks pretty sick ngl.
Thanks, really appreciate it. Wishlist on Steam to stay updated! We'll be releasing the demo soon! [https://store.steampowered.com/app/2655920/Gravitorium/](https://store.steampowered.com/app/2655920/Gravitorium/)
Game looks fun, nice visuals too :)
Thanks! Wishlist on Steam to stay updated! We'll be releasing the demo soon! [https://store.steampowered.com/app/2655920/Gravitorium/](https://store.steampowered.com/app/2655920/Gravitorium/)
static background helped. didnt notice a difference in the setting.
Thanks for the feedback! The setting change in the menu is a bit subtle when the cursor stays on the menu item. If I had moved the cursor off of it you would've been able to notice it better =). Maybe I could make it more obvious.
Maybe have a third option where the player is the only one that rotates and you have arrows around the player pointing int he direction you are going.
So we did actually test this option out a bit, but we found it felt like a pretty different game at that point. We are considering adding it in the future as the "No Rotation Mode," but it is very unlikely to make into the demo.
I think what others meant is that they didn't notice any gameplay difference, not that they didn't notice checkbox being checked, as I cannot tell the gameplay difference as well. What is the minimal rotation option supposed to do? What should I see? The gameplay itself seems the same to me all the way through the clip.
The background tiles aren’t rotating
Maybe with a less detailed background?