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YoFengYo

Take control of your very own feng ship and help it navigate a towering cage full of tricks and traps in this short-session, one-of-a-kind, VR arcade game. Up, up, ever upward! Collect baubles, get faster, steer clear of anything angry-lookin', and stay ahead of the world scrubber!

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Search Google: Who developed YoFengYo?Developer scaleThe operating scale of the game's developer.
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Search Google: How is YoFengYo and HISSINGBELL LLC funded?FundingThe known source of funding behind the game.
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About the Game

Fly your remote controlled feng ship safely through the mechanistic perils of the world cage. Collect baubles and cash them in for energy to unlock the feng's special move set. But don't dilly dally, the world scrubber will not wait!

GAME FEATURES

  • One-of-a-kind spatial control system that's simple but highly precise making for satisfying responsiveness, a bit like flying a kite (no arm swinging, no running in place, no sweating)

  • 6 towering stages, each divided into 2 parts

  • Encounter 18 non-player entities and 50 or so different obstacles

  • Float outside the building-sized playspace to get the best of both worlds: immersive VR scale combined with laid back, seated play

  • Classic arcade game feelings but with completely unique gameplay and design

  • Heavy emphasis on VR comfort! Carefully tuned options for smooth or teleport player repositioning

  • Intricate sound design with some light melodies and beats woven throughout

  • Short sessions, seated, no head/arm fatigue; the perfect game to unwind with after a long session elsewhere

CONTROLS

Inspired by flying a kite, the unique motion controls allow intuitive, fluid mastery of your feng ship's movement with satisfying nuance. Dodging obstacles, collecting power-ups, and maneuvering through twists and turns will feel perfectly responsive and natural in no time.

COMFORT

Even though the "remote control" aspect of YoFengYo makes it something like a 3rd person game, massive verticality and (in-game) player movement are still essential to gameplay. So great care was taken to offer seamless teleport movement options that still convey a sense of traversal and keep the action centered.

Having made (and played) VR experiences for over 10 years while being quite susceptible to motion sickness and fatigue, the developer made comfort a top priority for their own sake! (Standing is also of course supported).