Eye of the Temple has some of the coolest VR-specific movement tricks I’ve ever seen.
If you’re getting close to your IRL boundary, it sets up a rolling log as part of a puzzle. To stay on a real forward-moving rolling log, you have to walk backwards to maintain balance. So in context of the game, you’re convincingly moving “forwards” while in reality you’re walking backwards.
Pretty sure I took off the headset and geeked out at everyone in the house first time I realized what was happening.
Feelings are a strong motivator for actions, and learning/experiencing which of those activities lead to a more positive emotional/mental state is the first step to enable healthier decision making, even to escape the wheel if still necessary. It's hard to realize their value while only mentally executing them in a state where the wheel is the dominant outlook.
I have the same experience, it's very easy to get started but gets more complicated and especially buggy the more of the not-widely-used features you begin to use or the larger the project becomes, unfortunately. But many of those issues are constantly being addressed and iterated on, so i'm quite positive about godot's future.