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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Mischievous Room VR

by chinnie - Jam Entry

Mischievous Room VR is a virtual reality flying experience for HTC Vive.

With your flying magic, capture the Food Coma and Sugar Rush faeries in the giant library.

- Require the use of both Vive controller for moving.
- When standing still, move your arm in the direction of movement (up, down, forward, side, etc). Then Click trigger once to start moving. Only one trigger needed, not both.
- When flying, click trigger once to stop moving. This is good when you need to take a break, or when arms start getting sore.

Game load might take about 30 seconds to 1 minute.

Thank you for trying the game. Feedback is really appreciated :)

Tools used:
- Unity5.5.0f3
- 3ds Max
- Photoshop
- Substance Designer
- Substance Painter
- Coconut water & pizza

- Fuseman flying tutorial (
- Background music: That Day, original composition by Niki Wonoto. (
- Sfx: Rubber toy squeak ts 13 - Mechanical Wave - Toys set (
- Sfx: xylophone toy stick gliss up ts 05 - Mechanical Wave - Toys set (
- Sfx: rupture - bulb impact 03 - SoundMorph - Rupture set (
- Sfx: wind-bell - Taira Komori (

Unity asset:
- Bottles and table from Alchemy Station by David Stenfors
- Various books from Books by VIS Games
- Metal Chair by Rakshi Games
- Piano by Miroslav Uhlif
- Treasure Chest PBR by Thomas K.Kerff
- Retro Lamps v1 by Artur G.

Downloads and Links




Dec 16, 2016 @ 9:27pm

Awesome experiment in VR flight! I found myself flying around the room for several minutes after catching all the faeries, just to enjoy the controls.

At first, it was a bit unsettling... Rushing toward the walls made me feel uneasy, like I was going to fall. But once I got used to it, I loved it. I hope this flight concept is developed into a full game.

Great work!

hitchh1k3r says ...
Jan 1, 2017 @ 7:53pm

Flying around a giant room was fun.

At first I though it might use the direction the controllers were pointed, but then I realized it must have used the relative position from the camera. Because flying up requires you to hold your arms above your head, it could be tiring after flying for a while.

The other thing I noticed was that I could fly close to the ground, but once I stopped it would push me up. This was especially jarring when I was standing near the contents of a treasure chest. If you stop flying anywhere near them the player character is launched backwards, which is probably something that should be avoided in VR.

Good work on this, and thanks for making it!

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