▲ 36 r/visionosdev+2 crossposts

How about playing an AR game with a friend, in the same room, against the same enemies? That's what we're building with SharePlay. Would you play it?

We got two people into the same fight last week and I want to show it before it's finished.

Co-op is in the same room, which is the whole point. Same enemies, not copies. They go for whoever is closest, so one of you tanks while the other is free to cast.

We're syncing music, fixing mana so you both see the same numbers, and building a separate wave line, since the solo waves are tuned for one person and fall apart with two.

It's meant for more than two. We have two headsets between the four of us, so two is as far as testing goes. No idea what happens at three 🤣

Two separate things, so I don't oversell it: a big content update in about two weeks, then SharePlay and the boss in Season 1, a couple of months out. We'd rather build it right than ship it broken.

Which means right now the game funding itself is the whole plan.
Please! Play it, leave a review, tell us what's broken. All of it goes back into the build.

What's the one thing co-op has to let you do, or it's pointless for you?

App Store: https://apps.apple.com/us/app/im-wizard-ar-magic-combat/id6747723768

u/Late_Armadillo714 — 4 days ago
▲ 13 r/visionosdev+1 crossposts

We built a game that has to pathfind through the player's actual apartment. It went about as well as you would expect.

Four of us make I'm Wizard, a hand tracked magic combat game for Vision Pro. Enemies come through portals placed on your real surfaces and fight you in your actual room, which turned out to be a much harder navigation problem than we gave it credit for.

App Store

The failure looked like this. An enemy spawns somewhere with an awkward route to the player. Our pathfinding could not solve it, so that enemy got stuck in another room and stayed there for the rest of the wave. On top of that, while any enemy was still searching for the player it travelled along a single fixed trajectory, which reads as an enemy on rails even when everything else about it is fine.

1.0.2 rebuilds the pathfinding so they find a route, and the search movement no longer runs on one trajectory. Movement patterns and attack behaviour were reworked alongside it, and the roster went from 20 enemy types to 27 with the new ones placed in the later waves.

Retuning followed, because all of that moves where the difficulty actually sits. The 20 wave run got rebalanced end to end and Hard mode was rebuilt.

And I have 5 promo codes for the first ones who write what they think about the game.

If you want to try it: get past wave 15, post the screenshot in this thread, and I will send you a promo code for the gold skin on the basic attack. That goes to everyone who clears it, not to whoever gets there first.

Our own best is wave 35 on Hard mode, which runs endlessly from wave 21. We think it stays survivable somewhere into the fifties, but nobody here has been there, so I cannot honestly tell you where our ceiling is.

Rest of the patch: portal spawning rebuilt, better hand tracking on the basic attack which also makes mana less fiddly to grab, and smoother screen animations between waves. That last one changes nothing and I am still quietly pleased about it.

Season 1 is in development.

I'll tell the details soon, and there's a lot of new stuff there.

App Store: https://apps.apple.com/us/app/im-wizard-ar-magic-combat/id6747723768

Our website: https://iwizard.app/

u/Late_Armadillo714 — 19 days ago

People keep telling me this is the most fun they've had on Vision Pro. I've stopped believing them, so I'm bringing it here instead.

Four of us, about two years, first thing we've ever shipped. It's called I'm Wizard and it turns your actual room into the arena.

Everyone who tries it in person says some version of "okay, that's the most fun I've had in this thing." Which is exactly what people say to your face, so I've stopped counting it as evidence.

You have no reason to be polite. So here is what it actually does, and you can tell me whether it holds up.

Portals tear open on your real walls, your ceiling and your floor, and things come out of them.

Spells bounce off your real surfaces, so a bad angle in a small room is genuinely your fault.

Sound is fully positional. People turn around before they see anything.

Six gestures, no controllers. Pinch and flick for a fireball, palms together for a shield dome, cup and pour for a beam, thumbs together to summon a familiar.

You can physically shove enemies away with your hands when they get too close.

If one latches onto you, your casting is locked until you get it off you.

Every enemy type wants a different answer. What saved you last wave gets you killed this wave.

Voice commands, so you end up yelling at your familiar like it's a dog.

Clip is above, no cuts hiding anything.

What I actually want from this thread: tell me the mechanic that sounds worst. Not the coolest one, the one you think we got wrong. That is more useful to me than any five star review.

I've got 10 App Store codes. They go to people who describe a mechanic they'd want in a room scale AR fight, an actual idea, not "gimme." Ask and I'll send it by DM.

Next up is a boss, and we're trying to build one that only works in AR instead of a health bar floating in your living room. How fast we get there depends on how the game does, which is the honest reason this post exists.

App Store: https://apps.apple.com/us/app/im-wizard-ar-magic-combat/id6747723768

Our website: https://iwizard.app

u/Late_Armadillo714 — 26 days ago
▲ 49 r/visionosdev+2 crossposts

Would you really stand up and dodge in your living room to play a game, or is that too much?

This is the question that keeps me up as a dev. We made a game for Apple Vision Pro that only works if you are willing to move: dodge, duck, and throw spells with your hands against waves of enemies. Clip attached.

For some people that is exactly the dream. For others, standing up at all is a dealbreaker after a long day.

So be honest with me: is physical, active AR the future you actually want, or would you trade it in a heartbeat for something you can play sitting down?

App Store:
https://apps.apple.com/us/app/im-wizard-ar-magic-combat/id6747723768

u/Late_Armadillo714 — 30 days ago
▲ 5 r/vrdev

Dodge, cast, and fight off waves of enemies with your hands (Vision Pro)

Hey everyone. We just shipped I'm Wizard after almost 2 years of work.

It's an AR game where your hands are the wands. It's a moving game, not a sit still one.

You dodge and weave with your body while waves of enemies come after you. The game library for our headset is still growing, so we hope this adds something fun for you.

Real feedback from this community would mean a lot.

App Store
Website

I also have some free codes, comment and I'll DM one over.

u/Late_Armadillo714 — 1 month ago
▲ 31 r/VisionPro+1 crossposts

Dodge, cast, and fight off waves of enemies with your hands (Vision Pro)

Hey everyone. We just shipped I'm Wizard after almost 2 years of work.

It's an AR game where your hands are the wands. It's a moving game, not a sit still one.

You dodge and weave with your body while waves of enemies come after you. The game library for our headset is still growing, so we hope this adds something fun for you.

Real feedback from this community would mean a lot.

App Store
Website

I also have some free codes, comment and I'll DM one over.

u/Late_Armadillo714 — 11 days ago

We made a magic combat game for Vision Pro after 2 years of work

Hey everyone.
I'm one of the makers of I'm Wizard, an AR magic combat game for Vision Pro.
We just shipped I'm Wizard after almost 2 years of work.

It's an AR game where your hands are the wands. You move around, dodge attacks, and hold off waves of enemies right in your space.

Real feedback from this community would mean a lot.

🪄 I'm Wizard on the App Store: https://apps.apple.com/us/app/im-wizard-ar-magic-combat/id6747723768

🌐 Our website: https://iwizard.app/

I also have some free codes, comment and I'll DM one over.

u/Late_Armadillo714 — 1 month ago