I’ve been working on a VR game for about a year now, and I’m starting to feel burnt out. Recently, I’ve been doubting whether my game will actually engage players. I’d love to get your thoughts and feedback to help me refocus or make improvements.
The game is set in the Chornobyl Exclusion Zone. The player takes on the role of a lone survivor of a mysterious plane crash, finding himself in a post-apocalyptic world filled with environmental hazards, abandoned places, and hidden secrets. Your primary goal is to find a way to escape. It’s an adventure game where you’ll explore eerie locations, solve puzzles, and uncover the mysteries behind the Chernobyl disaster. There’s a strong focus on atmosphere, immersion, and storytelling rather than combat.
Instead of just throwing endless puzzles at the player, the game’s challenges revolve around obstacles that require a series of logical, sequential actions to overcome. There’s also an inventory and crafting system, where you’ll need to collect everything you see around you since it might be useful later. I’m designing the obstacles to be non-linear, allowing players to solve problems in multiple ways.
From the very start of development, I was inspired by Return to Mysterious Island, and I thought a similar game could be really interesting in VR. I’ve looked for similar games on the market and found only a few successful ones like Red Matter 2, Wanderer, and The Room series. I’m trying to add elements of horror and action to my game, but I still wonder—are puzzle games in VR engaging, or did I choose the right direction? Would you play something like this?
I’m attaching a few screenshots to give you an idea of what the game looks like. I’d love to hear your honest opinions about the concept and if there’s anything I could do to improve it. Thanks in advance!
Hmm, that space is kinda full. Consider games like Into The Radius or Metro: Awakening. Make sure to emphasize that it’s a puzzle game rather than just another shooter in a post-Soviet setting.
It’s great that you’re considering player feedback. Get actual people to test at least the core gameplay loops. It’s easy to become blind to your own work since you know how everything is supposed to work. The pictures look nice, though, and the idea seems interesting!
Yes, a demo is the best way to test an idea, but I need to develop about 70% of the game before having something substantial to test. Right now, I’m focused on creating a high-quality announcement trailer for feedback.
Why do you need 70% of the game? A demo can be a vertical slice with about 30 minutes of gameplay. It could start outside a building, where the player solves a single, interesting puzzle and finds their way out.
Those games you mentioned are some of my favorites! Your description and screenshots look appealing. Just be cautious about balancing fiction with real history in your setting.
I think the setting has a lot of potential for something unique and immersive. Just be careful with how radiation is handled in gameplay. You could create tension by making radiation levels uncertain.
The screenshots look good! Puzzle games fit well in VR, but you should definitely get a playable build into testers’ hands. Also, consider whether Chornobyl is overused; it might turn some players away.
I chose Chornobyl thinking it would be good for marketing, but I regret it. Unfortunately, I’m working solo. I’m becoming more active on social media to get feedback and motivation.
If it’s anything like Wanderer, I’d love to play it on PCVR! Just ensure that the wasteland doesn’t feel empty—narrative and player interactions will help it feel alive.