First off - I love your game and I hope we will see many updates (as you promised) and also an upgraded Version for Quest3 (hopefully on par with the PCVR version).
I love it so much I got both the Q2 and PCVR version, but in the end I like playing wireless more.
Just now I got to the last boss for the first time and I have to say - it is really really bad on Q2. How am I supposed to fight an enemy I can't see? Most often that Boss spawns out of the Q2's rendering range, so he is invisible until I get really close - and then he fires his almost impossible to dodge projectiles... I'm surprised I managed to get to phase 2 in the first place... also what the pillars and praying to the lady (I think?) is actually doing is not easily readable at all. I have no clue if I had to do that... or what it did in the first place.
I hope you'll re-iterate on the Q2 version of the last boss.
Losing against an (most of the time) invisible boss in an almost black room is no fun at all.
#[Quest 2] Last Boss Feedback
1 messages · Page 1 of 1 (latest)
The pillars are supposed to ||make him more visible with the lanterns|| from everything I've been told.
One thing to try is to change direction just after you hear the shots being fired, enemy aiming is based on your velocity but the projectiles themselves don't actually follow you.
I know it doesn't help with the small draw distance but it's something to keep in mind as it applies to all enemies, except the priest orbs which actually do follow you.
i think the last boss scene isnt that heavy, will try and adjust all the LODs in that scene, it should be fine to render farther there
I very agree with OP. It would be awesome to have overall environment in that scene much more lighter and with different visible background constructions etc. At this moment it’s just small arena with all the black color around and it’s way not that impressive as two other bosses environments.
Thanks. I think the heavy use of short / mid range LODs makes the Q2 version that much harder to play. Normal enemies also often shoot you from beyond their LOD range - so you basically get shot by invisible enemies. I hope you'll be able to optimize that further.