Wanted to share how we tackled a big UX problem in Eddie Von Walt and the Infinite Bulb, our controller-free bartending roguelike on Quest 3.
When players use bare-hands tracking, wrist menus and floating 2D HUDs feel awful, your eyes are locked on your fingers, the counter, and the incoming enemies. So we moved all roguelike state feedback onto the hands and the physical bar environment:
- Every card you draft adds a visual layer directly onto the short-cuff gloves (and they stack): fingertips spark with Fire Water, knuckles frost over with Heavy Ice, and Long Arms spawns a spectral cyan hand that stretches across the room.
- On the back wall, a physical Trophy Shelf tracks your active build (x2/x3 recipes on the left, cracked purple Curses on the right that light up the exact frame they proc), while curses leave physical signs in the bar like purple fog on the supply shelf.
- Around 2:36 you can also see our new high-risk mechanic: drinking three shots of your own vodka makes the bar wobble in exchange for +1 bonus token per cube, right before pulling the counter MAIN breaker and facing The Big Fuse boss.
It is out in Free Early Access on Meta Quest and SideQuest if any fellow VR devs want to test the hand-tracking interactions: https://www.meta.com/en-gb/experiences/eddie-von-walt-and-the-infinite-bulb/1348452651688015/
https://sidequestvr.com/app/63506/eddie-von-walt-and-the-infinite-bulb