Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting working properly with about 12 hours left in the Compo, so this is the backup plan.

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PEUVR - Punch Em Up VR (HTC Vive)

by RamonRed - Jam Entry

​PEUVR​ is a game where you make enemies explode by punching them, throwing them, punching or throwing them to each other, or throwing the standard UE4 VR cubes to them hard enough.
The enemies have top hats and are trying to explode at your core because it's nice and red and they don't like that.


While not planning on joining the Ludum Dare, I started working on a little gameconcept on Saturday and ended up putting quite some time into it. So, as it fit perfectly with the LD37 timeframe I decided to join that, as the 'Room' theme also sort-of fit with what I was trying to make.

Not having prepared for the Ludum Dare at all, the game has practically no art nor sound - It's really just a concept. Also, I haven't had the chance to try it out. Yes, I made a VR game without having VR equipment nearby so I don't have a clue whether it works!

I am quite happy with it though, quite certain it could be fun if I tweak it right (but I will need access to some VR equipment to do that). So feel free to try it out, you might even get to try it before I can c':

The PC version is just the debug-version I've been playing around with. It's probably rather difficult to hit enemies as you have to fly around like crazy to hit them. Anyway, let's just hope the VR version is fun!


Edit: I managed to try it out on the Vive, and after fixing some buttons and slight issues, I'm very happy with it! :D
Managed to playtest it with a couple of fellow gamedevelopers and they seemed to enjoy it too, although I would advise keeping your distance from anyone trying it out C':

Downloads and Links




Nexus64 says ...
Dec 13, 2016 @ 6:01pm

The concept is promising, but it needs more polish.

Excluding all the thing that the game lacks obviously for the short development time, the biggest problem is the speed. Is too slow for a game which premise is to move around defeating enemies.

Also, some audio cues for the enemies will be good.

Thijs Tak says ...
Dec 23, 2016 @ 1:37pm

No VR. --WL

RamonRed says ...
Dec 27, 2016 @ 9:19pm


Thank you for trying it out! Truth be told I didn't expect anyone to give it a go as I doubted someone with the equipment would see it, but thank you very much for your feedback and giving it a go :)

hitchh1k3r says ...
Jan 1, 2017 @ 8:39pm

This was fun and frantic. It could really use some indicator to where the enemies are. A sound or arrow pointing to the enemy closest to the core would really help. Ultimately I settled into the strategy of frantically waving my arms around the core while holding some larger boxes. The entire level was a bit low to the ground... idk if you were going for the "gods eye view" or just didn't have the tech to tell how big things would be in VR. As it is the top of the core doesn't even come up to my waste, meaning I had to reach down to hit many of the enemies.

One bug I found: When you use the pull objects towards yourself, the cylinder is rendered only in the right eye for the right controller. And the left and right are are swapped for the left controller. Made telling where I was pointing them a bit challenging.

Good work, especially working relatively blindly. Thanks for putting this together.

Jan 1, 2017 @ 9:17pm

An interesting take! Definitely needs more polish on the graphics side, but I loved the little eggs in hats.

The pulling towards you was a bit jarring with the red and green lines, and stuff didn't seem to die even when struck making it quite hard though.

RamonRed says ...
Jan 9, 2017 @ 9:37am

nice to hear!
Yeah sound is definitely something I should be looking into. I was going for the gods eye view, but when I got the chance to try it out in VR myself I realized the constant looking down doesn't work very well, so I'll look into making the entire level a bit higher, or making them simply come at you from up higher.

Thanks c: hah yeah I agree, very happy you like the eggs though!
Yeah the physics is done rather hackily, will probably need to redo a lot if I actually want to continue with it. And the feedback for pulling towards you literally being debug lines is terrible xD but that does mean it is something I'll work on.

thank you for playing it :)

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