The Rise of Captain Longbeard cover
The Rise of Captain Longbeard screenshot
Genre: Role-playing (RPG), Adventure

The Rise of Captain Longbeard

We hear your feedback

Ahoy fellow pirates!

We’ve been actively reading all of your feedback and are happy to see people are excited and enjoying the game. With that being said we have seen that the movement system is a big point of contention for a handful of players. Let me first go into a little bit of detail about the decision we made for how it works currently and then lay out some possibilities for future iterations and updates.

Why Node based: We love roomscale VR, we think there can be a strong sense of presence when moving around in real space and interacting with objects in the virtual space. What we also noticed is that if players have the ability to teleport freely they often stop moving. With the node base system we wanted to encourage and require people to move around in their play space.
Another big reason for node based movement points were to help guide the experience and emphasize parts of the environment. We want you to be in the center of the ship for the boss fight, or next to the switch for the puzzles. Lastly node based movement can help reduce and eliminate motion sickness caused by other movement options.

We’ve read all of your suggestions and come up with a couple solutions:

  • Keep node based movement but show the player’s position in their playspace before teleport. This would help for when players teleport to a new zone and are inside a treasure chest or other object.
  • Complete freeroam movement. This could be touchpad based (Onward) or teleport based (Vanishing Realms) and we would give the player the option to choose.
  • Playspace based movement (The Lab, Call of Starseed) showing a representation of your playspace and where you are in it before teleporting.

Currently the team plans on working on more content for the game. This includes another large island with more puzzles, more enemies and another boss battle. Oh and a sword! We will also be working on iterations for the movement and try to implement what is best for the game.

We look forward to hearing more feedback!