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The Rabbit Hole Remastered Pack

Updated: Mar 30, 2020





















































About This Game Now fully remastered with new graphics & lighting! Also includes full support for both HTC Vive and Oculus Rift!Solve puzzles to find your way 5d3b920ae0 Title: The Rabbit Hole RemasteredGenre: Adventure, Indie, StrategyDeveloper:VRMonkeyPublisher:VRMonkeyRelease Date: 26 May, 2017 The Rabbit Hole Remastered Pack the rabbit hole remastered Akward movement system, cant move around freely, Controls are mapped in a very strange way. Cant grab objects as you usually can in vr.. I got stuck in a corner and couldn't get out. The hands don't move either so it's a pain figuring out how to move or manipulate things. but apparently with the Rift you have to hold down the teleport button. I hate teleporting in VR games. now I have to use to it pick things up.. I find it really interesting and well made escape the room game, the puzzles and level are really fun.Since this is an Early Acess, I expect that the developers will improve the Vive controls with more motion control and roomscale.. The Locomotion and Interaction Mechanics are, other reviewers pointed out extremely outdated. For example you will be teleporting to specific spots in the room and instead of pulling the lever you will be pointing at it like you do in the SteamVR Overlay. Despite all of this, I still recommened this game.I have played a lot of Escape the Room Experiences, and sadly a majority of them are more like hunt a search foru2665u2665u2665u2665u2665u2665simulator, this game however, has legit puzzles, plus items you use to let you interact with your surroundings differently, and unlike most ETR experiences, actually makes you think.I highly dislike the timed game over experiene, it seems like a cheap jump scare in a game that should rely on atmosphere to make it harder to think. Being jumped for what seemed like no reason, while solving a puzzle only to find I lost my progress feels a lot more like the game crashing than a legit mechanic. Unless Indicated that this is a timed experience such as the bloddy mary escape the room game. This mechanic is VERY out of place, and I would recommened the dev to make some sort of indication of either a timer the player is on, or even better to get rid of it entirely.A Death mechanic, the user is not aware, in a puzzler is very bad game design. When dying after such a long time, the user does not feel like he wants to restart the game. I might come back to it, but again from a motivational standpoint being thrown out for no reason with no indication after having put in the hard time, will be a hard out for a lot of players. I do also recommened to revisit the Locomotion and Interaction Mechanics, I am not familiar with how much documentation there is available for the Unreal Engine, but in Unity this would be easily done through some free assets, likely in the matter of days. If you change to a free teleportation system and use have physical buttons to push, instead of the pointing mechanic, then this game would stand as a hallmark and guide for all escate the room games to come after.Also slight side note, I would recommened to rename the title The Rabit Hole - Escape The Room or Escape The Room - The Rabit Hole it would likely get you more attention.. This game is not constructed coherently.You need cake and small potion, but if you use it up, you can't get any more. I tried to redo the puzzle where I got more small potion, but it kicked out half way into the table so I couldn't pick it up, and that was the end of that. No more potion, but you obviously need it to complete the game.Life's too short for buggy crap. Avoid.. At its core Rabbit Hole is an escape the room in an alice in wonderland environment. To be frank I'm a bit jaded because I am an alice fanatic and one of my dream games is an alice in vr. Trying to divorce myself from my bias, the game is rather simple there are a few puzzles in a small room that you need to solve with alice mechanics. Shrinking, growing, eerie music and the like are some of the alice staples and they are all thoughtfully included, with an added dash of sinister undertones thrown into the pot. At first, I could not recommend the game because of some minor issues (which become greatly exaggerated in vr) there was a lighting problem, which made the game nearly pitch black on my vive. On top of that the addition of motion controls brought with it a joystick specific solution to head rotation. The Yaw rotation (or mouse/ right joystick on gamepads) was mapped directly to the touchpad. This made the game extremely uncomfortable to play. However, after voicing my concerns the dev patched these issues within a week showing they care about feedback, with that said I can recommend this game whole heartedly.. Great concept, but seems to be behind the times when it comes to VR mechanics, motion controls, UI, etc. It has a long way to go to get up to speed with industry standards. I really hope it pulls through though because it has a great, unique take on escape the room. I am only recommending it because of this and forgiving all the issues I expereinced while playing it because of early access.. Some hard puzzles and nice mood. Works great with the oculus remote.. The Locomotion and Interaction Mechanics are, other reviewers pointed out extremely outdated. For example you will be teleporting to specific spots in the room and instead of pulling the lever you will be pointing at it like you do in the SteamVR Overlay. Despite all of this, I still recommened this game.I have played a lot of Escape the Room Experiences, and sadly a majority of them are more like hunt a search foru2665u2665u2665u2665u2665u2665simulator, this game however, has legit puzzles, plus items you use to let you interact with your surroundings differently, and unlike most ETR experiences, actually makes you think.I highly dislike the timed game over experiene, it seems like a cheap jump scare in a game that should rely on atmosphere to make it harder to think. Being jumped for what seemed like no reason, while solving a puzzle only to find I lost my progress feels a lot more like the game crashing than a legit mechanic. Unless Indicated that this is a timed experience such as the bloddy mary escape the room game. This mechanic is VERY out of place, and I would recommened the dev to make some sort of indication of either a timer the player is on, or even better to get rid of it entirely.A Death mechanic, the user is not aware, in a puzzler is very bad game design. When dying after such a long time, the user does not feel like he wants to restart the game. I might come back to it, but again from a motivational standpoint being thrown out for no reason with no indication after having put in the hard time, will be a hard out for a lot of players. I do also recommened to revisit the Locomotion and Interaction Mechanics, I am not familiar with how much documentation there is available for the Unreal Engine, but in Unity this would be easily done through some free assets, likely in the matter of days. If you change to a free teleportation system and use have physical buttons to push, instead of the pointing mechanic, then this game would stand as a hallmark and guide for all escate the room games to come after.Also slight side note, I would recommened to rename the title The Rabit Hole - Escape The Room or Escape The Room - The Rabit Hole it would likely get you more attention.. I find it really interesting and well made escape the room game, the puzzles and level are really fun.Since this is an Early Acess, I expect that the developers will improve the Vive controls with more motion control and roomscale.

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