I will have to change a few things compared to the original in the VR treatment.
The gameplay will be faster because there won't be any delays scrolling/looking around compared to the original.
Absorbing stuff is still the same. You can only absorb things if you can see the square it's on (and you need to absorb via the square)
unless
you placed the item yourself, in which case you can absorb the item by directly pointing at it. In addition to this, you can absorb / place self generated items by targeting the base square / any item in the stack.
You still have to see the base square to place the initial item or absorb any default or sentinel placed items.
Of course, these things can be changed and the pacing of the game will need to be balanced. You could play it really fast and win a simple level in like 10 seconds in VR
I will have all the original gameplay things (hyperspace, meanies, sentries etc.) and almost certainly more due to the "newness" of VR (e.g. leaning round corners, lifting your arm up to reach an unseen by eye / seen by controller situations).
Also, I have an idea to stop the player simply walking around obstacles in real life / VR - literally walking 2 metres to the left or such things.
As for releasing; there's several Sentinel clones out there. I don't plan on charging for it, so the worst I can get is a cease and desist.
I did plan on putting some extras in - perhaps something hunting you? but it all depends on how easy/hard it is to play.
I say that, because there's a problem with a critical function in the VR lib which I can't get working and am waiting for a response from Ron.
Since I made the original game framework for VR, I am yet to get it working 100% with the plugin, which will give me the first chance to see how it actually plays, but it looks amazing in VR at least