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Snowglobe Torrent Download [crack]


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About This Game

Lost and alone, you awaken in a barren place, an isolated temple before you. Inside, a way out...

Inspired by the point and click games of the past, Snowglobe is a virtual reality take on a familiar concept.

In this short adventure game, you'll meet interesting individuals, explore a strange world, and collect items to use in inventive ways to find your way out of the rift.

Coming soon to VR. 6d5b4406ea



Title: Snowglobe
Genre: Adventure, Indie
Developer:
Friend Factory
Publisher:
Friend Factory
Release Date: 8 Feb, 2018



English



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Snowglobe is a title made by a developer with a lot of promise. If it really was made primarily by one person as it seems, then it's a credit to their talent and resourcefulness.

There are occasional interaction issues, and changing some puzzle cues could have smoothed out unnecessary confusion at a few points. Neither of those problems took me out of the world or stopped me wanting to discover what was behind the next door.

Keep it up!. Played v1.02 on the Rift (no official support but mostly worked).

Summary:
- An OK starter VR experience marred by interaction issues and lack of cues
- A very short (< 1 hr) experience vaguely similar to M.I.A.

Observations:
- Now that games suddenly have freely interacting "bodies" instead of decade+ standard controller expectations, devs need to really consider physicality as if they were making actual objects.
- I suggest every VR dev go read something like Don Norman's "The Design of Everyday Things"
- Spending longer reviewing the game than playing it...

Pros:
- Decent atmosphere
- Puzzles provide a "reason" for basic VR interactions like pickup\/pull, smash\/throw, inventory, and bow
- Animal companions having stronger emotional impact in VR than pancake games
-- BUT, add some interactions. A human instinctively reaches out to pet or scratch their animals.

Cons:
- I assume this was intentional but the 2 voice overs are so distorted I could barely make out 10% of what was said.
-- "you'll meet interesting individuals" implies way more than a couple of 2 sentence VOX
- "In this short adventure game" ... "explore a strange world"
-- Another over-promise. 3 small "rooms" is hardly exploring.
- movement is too limited
-- adding at least of fixed 90 degree rotate would really help. Was constantly craning around and jumping back and forth trying to get the right distance and angle for iteration
- I (and from some videos, others), flailed around too much.

-- picking up and turning screwdriver and picking the lock
--- I somehow opened the chest w\/o undoing the chains but couldn't get the treats and had to look online as to how that was supposed to work.
--- Lots of games let you smash or throw a couple items to no real point other than presence. There were a LOT of pots and this felt like that. Had to go online to find that one pot mattered.
--- And again to figure out the turning the screwdriver trick. The picking vs just unlocking was too subtle and needing a cue about the type of interaction.
-- With both audio and visual distraction, didn't see the blue house\/etc pieces for several minutes. This was a quite arbitrary interaction with no real mechanical\/physical framing for why this puzzle did anything.<\/span><\/span>
-- dog doesn't follow which means a long wait when you realize you need him
-- VR adventure games provide far more points for attempted interaction than a traditional point and click, and "cost" the player far more effort. Therefor the interactions need to be much smoother and more natural to compensate. In this type of game, I want to think things through with my mind not play Twister.
- Some minor annoyances on (unsupported) Rift, see discussion entry.. Played v1.02 on the Rift (no official support but mostly worked).

Summary:
- An OK starter VR experience marred by interaction issues and lack of cues
- A very short (< 1 hr) experience vaguely similar to M.I.A.

Observations:
- Now that games suddenly have freely interacting "bodies" instead of decade+ standard controller expectations, devs need to really consider physicality as if they were making actual objects.
- I suggest every VR dev go read something like Don Norman's "The Design of Everyday Things"
- Spending longer reviewing the game than playing it...

Pros:
- Decent atmosphere
- Puzzles provide a "reason" for basic VR interactions like pickup\/pull, smash\/throw, inventory, and bow
- Animal companions having stronger emotional impact in VR than pancake games
-- BUT, add some interactions. A human instinctively reaches out to pet or scratch their animals.

Cons:
- I assume this was intentional but the 2 voice overs are so distorted I could barely make out 10% of what was said.
-- "you'll meet interesting individuals" implies way more than a couple of 2 sentence VOX
- "In this short adventure game" ... "explore a strange world"
-- Another over-promise. 3 small "rooms" is hardly exploring.
- movement is too limited
-- adding at least of fixed 90 degree rotate would really help. Was constantly craning around and jumping back and forth trying to get the right distance and angle for iteration
- I (and from some videos, others), flailed around too much.

-- picking up and turning screwdriver and picking the lock
--- I somehow opened the chest w\/o undoing the chains but couldn't get the treats and had to look online as to how that was supposed to work.
--- Lots of games let you smash or throw a couple items to no real point other than presence. There were a LOT of pots and this felt like that. Had to go online to find that one pot mattered.
--- And again to figure out the turning the screwdriver trick. The picking vs just unlocking was too subtle and needing a cue about the type of interaction.
-- With both audio and visual distraction, didn't see the blue house\/etc pieces for several minutes. This was a quite arbitrary interaction with no real mechanical\/physical framing for why this puzzle did anything.<\/span><\/span>
-- dog doesn't follow which means a long wait when you realize you need him
-- VR adventure games provide far more points for attempted interaction than a traditional point and click, and "cost" the player far more effort. Therefor the interactions need to be much smoother and more natural to compensate. In this type of game, I want to think things through with my mind not play Twister.
- Some minor annoyances on (unsupported) Rift, see discussion entry.. Snowglobe is a title made by a developer with a lot of promise. If it really was made primarily by one person as it seems, then it's a credit to their talent and resourcefulness.

There are occasional interaction issues, and changing some puzzle cues could have smoothed out unnecessary confusion at a few points. Neither of those problems took me out of the world or stopped me wanting to discover what was behind the next door.

Keep it up!



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