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Camp Trustfall's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Summer Spirit - Does it capture the spirit of Summer? | #1 | 4.500 | 4.500 |
| Overall | #2 | 3.875 | 3.875 |
| Aesthetics - Does the game look great? | #2 | 4.375 | 4.375 |
| Sound Design - Was that bump in the night the perfect SFX? | #3 | 4.125 | 4.125 |
| Enjoyment - How fun is the game overall? | #4 | 3.000 | 3.000 |
| Use of Theme - Was the theme incorporated well? | #5 | 3.375 | 3.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I got a sidequest error when trying to load. I played the pc version. for low poly you managed to make it look really good. interesting concept as well.
Yes the sidequest APK is because you have another game from the jam installed already that shares the same package naming scheme that mine does, which was an issue with most of the APK's built for this jam. If you uninstall whatever other gamejam game you had installed you should be able to load my APK to your headset without issue. But you will have that issue with whatever other game you install as well so just a heads up.
Thanks for the kind words on the look. I had a flat lowpoly style for most of the objects but I thought it was too harsh, so I smoothed all the normals of all the objects and gave it a softer look. With more time I wish I could have built more camping objects/gear maybe even a log cabin but it was just a jam.
Ameripon! You're a freaking artist.
I absolutely love this new take on what a VR game can be. You even incorporate my one of my personal life tenants, safety third! Having people trust fall onto their bed with a VR headset is incredibly unique.
As far as enjoyment goes, I really enjoyed your entry. You've found a way to really bring out the powers VR and the impressiveness.
It's definitely in the summer spirit. The world feels complete. It's not overly crowded with assets, but also not barren.
Your tutorial does a great job guiding the player through the experience. The pathway naturally guides the player through what to do in bitesized chunks. It's honestly, exactly what a perfect game jam tutorial should be!
Your audio design was on point. The sounds of my feet walking through the dirt. The subtle sounds of nature around me. The sound of that kid hitting the ground because I didn't want to catch him, then I slapped him in the face. Art.
Some things I struggled with
- After the first trust fall, I didn't know to look back at the board to spawn the next trust fall.
- The amount of trust falls until it was my turn got a little repetitive. Maybe you were going for a difficulty ramp up trying to catch the kid from different angles?
I would list more, but Ian covered what I was going to say!
It's an incredibly well polished experience and it brings something new to the table. I love seeing your talent in the jams and I'm always excited when you join them. If you want me to flatter you more, I'll see you for the Halloween Jam 🤣.
Going to make my wife try this one to see if she freaks out when trust falling after I'm done reviewing!
Thanks for the praise! I knew that the button on the billboard would be an issue. I didn't really have time to implement another button scheme UI that would have worked better without having to overhaul all the scripts. After watching Open Mike play and some other comments I saw how big of an issue that was for gameplay. I had an inkling but no one around me to test the game where I could observe how they played.
The same thing goes for the number of campers you need to catch before each jump. I knew it was too many, but I would have to re-write a bunch of the script to fix it and I didn't have enough time. I may make an update to this just to fix those few little issues though.
I think I'm stuck - I got to the trustfall alpha and am trying to catch the camper. If I grab him, then nothing happens. I can then just soft ragdoll the camper, set him down, throw him away, but nothing happens and I'm stuck. I don't see any "next" button and am not sure what to do next. If I don't catch him then I'm an unreliable catcher and it goes back to this catching. Any help?
Did you not press the "Next Camper" button on the billboard? As soon as you "catch" the camper the next camper button should appear on the board.
ah, I didn't think to look at the billboard again. Thanks!
Yeah, I struggled with the best way to implement "start and next" I probably should have just had it float in front of the player as a 3D UI object on top of all the geometry in the scene similar to the Win and Fail UI, but I built that first and then I didn't want to go back and change it and couldn't think of a more elegant way to handle it and well it is what it is. Ideally, I would have the characters follow a navmesh with waypoints and walk up there themselves but that was beyond the scope of the jam.
for Omega, I want to go to the top floor of the apartment building and do a manual trust fall. The tutorial was very nice and creative :)
LOL Please don't! I'm glad you enjoyed it though! I was thinking about a Point Lambda or Point Epsilon that would be up in the clouds. I have 3D clouds but they didn't look very good so I left them out.
This is superb, great job Ameripon! The level of polish and attention to detail is outstanding for a Jam and it's close to being a full game - your game making skills are levelling up for sure!
The world is really atmospheric and the details, such as butterflies and sunlight shards really push the summery feel. Even down to the audio, with the boards creaking, the strong wind as you go higher and the different footstep noises add a lot to the world. All wrapped up nicely with leading the player gently into how the game works through the signs in the world as they progress, that worked really well.
A really unique concept too (quite hard to find in VR these days)... I bottled out of actually doing the trust falls in real life, but I imagine that would be quite a cool feeling in VR.
It's really great as it is, but I do have a few comments improve it if you fancy (quite minor points):
- I feel having just one catch would've been enough, instead of having to catch several team members. I think the game would be more fun if it was one catch, one fall for the player. Like Beard, I went all the way up to the omega fall without it being my turn!
- Block the path, or allow the player to jump when it's not their turn. Especially on the 3rd jump, it's a long way to go only to find it's not your turn and you have to jump down and do it all again!
- The difficulty ramps up massively for the 3rd fall. 1st fall is a walk up, 2nd fall you climb up a ladder, 3rd fall you climb a ladder, navigate a mountain side, climb some rocks, across a bridge - it's a long way! It's quite a leap in difficulty between 2 & 3. Feels like another jump in between the 2nd & 3rd would've been good to add.
- The tickbox at the start was a bit confusing. It says 'Automatic falling' but the box is unticked (so seems like you should tick it to enable it), but then when I tick it the text changes to 'manual fall' with the tickbox ticked. So I wasn't quite sure if it was manual or automatic in the end? Feels like it shouldn't have a tickbox, but just have it as a button.
- Also, there's a weird rendering issue happening on the Quest (didn't try the PC version) where there's a subtle dark outline around everything (around the edges of objects). Looks like a post-process or shadowing problem perhaps? This kind of spoils the clean cartoony look of it so it'll be good to get rid of that.
All in all, a really great, super polished entry and I really enjoyed it - with nice attention to detail.
Great job Ameripon!
(oh, and it had the default unity package identifier, so had to uninstall other entries to play it - just remember to change that for Jam entries :) )
Such high praise! My game making skills are but a humble pebble next to the VR mountain you live upon!
I committed a cardinal programmer sin and didn't backup the project via Git or ANYTHING. So there were some scripts I planned on changing to make some small quality of life updates but then I thought about it and was like... If I break it... I dont have a backup...so I'll just leave it as is.
I also felt that the 3 catches per camper were a bit much. I wanted to update it so that you only had to catch 1 camper at point beta and 1 at point omega after you completed point alpha. It wasn't a hard fix but would require me messing around with the script a bit to let me choose the order of the player PER jump point.
I actually envisioned a point Lambda/Epsilon which was in the clouds and I wanted to make an elevator you could get on to get to it, but that was breaking the scope of the game. In fact I only had point Alpha for most of development. It was only the very last 2 days where I thought... gee I better add some more jump points if this is going to have any novelty beyond 2 minutes.
The tickbox is duly noted. I even wrote down that I would have a different explanation appear when Manual or Automatic mode was triggered so that you could see which one was enabled and what the difference was. Pure laziness on my part. Bad Dev! Bad Bad Dev!
The rendering issue is definitely the water shader. The water asset that came with the nature asset I used wasn't meant for VR so im sure that is where the issue is happening.
lol - you're definitely not a pebble, you're climbing the VR mountain with me my friend!
It may surprise you, but I don't use GIT or anything either! (shocker, I know) - I find it slows down the development progress rather than improve it. Basically, all you need is to take regular back ups of the project's assets (usually just the scripts) and that's enough if you ever revert back to a working version if you get into a mess.
Thanks for explaining the level process and where it was going to go... Yeah, I get it now, if there was an extra, super high level you jump off after travelling up on a elevator (oh, that sounds familiar ;) ) then the difficulty ramp up makes more sense. Shame that didn't go in, I would've like to have seen that.
Still, it's a really super polished and fun game regardless, it's close to being release ready. I reckon with a bit more work you could probably make that a full game release.
I had to rage quit when I thought it was my turn twice on Omega and I get up there and it's not my turn. Both times I made sure that other camper was quite unhappy when he reached the bottom! lol
LOL that happened to me a few times during testing. I thought about turning them into gibs on impact.
Definitely could feel like it would be fitting to have a kid-unfriendly twist (it is themed unhappy campers after all). I thought something might trigger when I pushed one of them over the edge, but he seemed to be fine with it.
Trust falling in real life is scary enough, add a couple dozen feet and who knew falling backwards in VR was so scary! I did find the “Next Camper” transitions awkward since you’re often spawned in a different location from where you pressed the button. Despite that, the sound design and visuals are really good. Also, thanks for the sprint option.
P.S. I hope you can check out my game too!
Thanks for playing. Yeah the next camper transition was actually one of the things I didn't get to really address. I should have made it so that the player could stay standing in the same position each time and just move the campers around them, instead I moved all the campers around so then I thought, oh if I move the camper into the spot where the player is standing the camper will be inside them, so let me just MOVE the Player too. They actually move to the same fixed position each time but after you said that, It seems so obvious I should have just left the same empty spot for the player to stand in each time. Oh well!