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A jam submission

Target ShooterView game page

Score points and dodge projectiles & lasers
Submitted by iCameron — 1 hour, 31 minutes before the deadline
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Play game

Target Shooter's itch.io page

Results

CriteriaRankScore*Raw Score
Mechanics#593.8573.857
Fun#1213.7143.714
Sound#2682.9522.952
Aesthetics#4293.0483.048
Music#5631.7141.714
Story#7601.1901.190
Theme#8461.1901.190

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game total?
1

Did you use any existing assets? If so, list them below.
Unreal starter packs used: - StarterContent - ThirdPerson - ParagonSparrow -Some sounds from Action RPG, Shooter Game

Link to your source?
https://drive.google.com/drive/folders/1yNvKxh_kc2lqAwlEwEF4BTlc7FmabTgl?usp=sharing

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Comments

Submitted

Nice game. quite hard but fun to play. Thanks alot.

Submitted

A difficult game!  But I like it!!  A very fine work, congratulations!

Submitted

Nice game. Liked it. It was fun and it was a great submission.

Congratulations.

Submitted

I love this and I do love how you used the Paragon Sparrow skin as I remember playing that game before they closed it. 

I loved the shooting but the speed and the sizes of the enemies seemed very difficult and the amount of hp they had with no visible indicators made targetting enemies quite difficult. And the space seemed so small to travel around for the actual game. 

Besides that it was a lot of fun and a great submission!

Submitted

Good job!

Some random thoughts:

  • You nailed the shooting and the zoom.
  • The entry level, where you see the controls and can adjust them, is brilliant.
  • Very small thing, I didn't realize the play area was isolated from the menu one, I thought it was connected and died once going backwards. Perhaps having them at the same level could make it more obvious?

One more thing about the assets, I saw that the source code is 7.5 GBs. I haven't looked at it yet, but I suspect you added the used assets directly to the project. For example, a Paragon character by itself is around 1.5 GBs. However, you are not using most of that content.

If I may, I would recommend you to have a separate project just to triage the assets, and build some blueprints and test maps with the things you need there. Then, you can migrate just that test map and/or blueprints, and Unreal will be smart enough to only copy the files that are actually in use. For example, I have two Paragon characters in my project, but combined they "only" take 700 MBs instead of 3GBs.

Anyway, the game itself was very nicely done, and lots of fun!

Developer(+1)

Early on I was commiting with git the whole package, that's why I think the git folder just stays large.

At the end I cut the unneeded parts, but the history stays large then.

It definitely surpised me at the end that the project was so large.

Next time I'll migrate only the stuff I need from the beginning.

Thanks for playing and the tips!

Developer(+1)

I updated the google drive link and added a smaller source zip (without the git history)

Submitted (1 edit)

Things I liked:

-Solid shooting system (Inspiration from Horizon: Zero Dawn?)

-You had customization which is huge with shooter games

-fun practice system that could help with aiming and movement if this was part of a full game, so this is awesome and it would be cool to see how it could be implemented into a full game


Things to improve:

-not sure how the theme fits in. Is it really an improvement to make it fit the theme? Not really, but just a small critique

-Moving fast to aim lags the game - it's not smooth and I would want it to be, especially if its a game where you need good aim as implied by the training to train your aim

-something to help indicate when you are close to the edge - visual, SFX, UI heads up / warning etc would help (I definitely  did not fall off multiple times!....)

-Not being able to shoot the targets that shoot back felt more frustrating than challenging, especially when their hitboxes got in the way of the target I was aiming at behind them. Either they should be destructible, or they should not have hitboxes to interfere with aiming (or another option, just throwing out some ideas)


Overall;

A fun shooter game! Does not really feel like it fits with the theme which is a huge bummer in the spirit of the jam, but still a cool game with a solid foundation and some amazing work done here! I am thoroughly impressed- keep it up!! Hope this feedback is helpful! :)

Developer


Thanks for the feedback and pointers.

I played Paragon a ton as Sparrow and wanted something to make like a target shooter. With the 3rd-person perspective you have the arrow coming from the character, while you aim with the reticle. I did look at Horizon Zero Dawn and figured that they lerp the arrow pretty fast to the aim direction of the player reticle - and I tried to implement it like this.

My intention with the enemies was to spawn some sort of hazard when they died.  And I wanted like bosses where they were invulnerable where you need to collect certain orb colors. In the mean time I landed on this. I see that it is annoying that enemies block hits.

My twist with the theme was that non-killed targets over time will die and transform into an enemy or will spawn as a hazard which the player has to dodge.

Too bad the game was laggy for you. I got some digging to do how to optimize Unreal Engine better, it seems the high quality assets packs from Epic really do take a toll on performance and size of the game.

Thanks again for playing!

Submitted

That is actually pretty fascinating! Oh I can see that idea as the theme! Not as clear to me so that is why it was hard to find it, but nice job! No worries, things to think about! You still did a great job! Of course, it was fun!

Submitted

You got a damn good arrow shoting system,  it feels really good. Great job man!

Developer(+1)

Thank you, glad you enjoyed it!

Submitted

Nice game concept, although I'm terrible at shooters xD I loved the way of changing the settings! congrats on the game! I hope you keep working on it after the jam!

Developer

Thanks, we'll see if there's going to be an update. But it's not going to be for a while. I'm still following multiple courses for UE. But my ultimate goal would be a game with parkour, shooting and dodging with a pretty high pace.

Submitted

Really fun submission, I love how you made the change of setting at the beginning of the game.

I too had to cut a lot from my game as I'm new to game dev, but I learned a lot along the way.

Hope you did too and you carry on working on your game after the jam

Developer

Yes, it was definitely a great experience of actually making and finalizing a project. Usually I am still following tutorials, but it's definitely cool to publish a small project. Definitely learned the most about scope creep, and that you need a well-rounded game on all aspects:  sound, visual effects, mechanics, overall atmosphere / theme of the game, etc. Marketing / Getting your game known is also a very important, if not the most important part if you wanna do something commercially.
Thanks for playing!

Submitted

Controls work really well.  Game complained about my NVidia drivers for some reason but it worked fine.  Not sure how this game works with the theme of the jam, but I did like the target practice.  The SFX were nice too, but I would have enjoyed some music looping a bit too.

Developer

True about the music, I scrambled at the end to get some effects. I'm still looking for some good sources to get free and great sound tracks.

Thanks for the notice about NVidia drivers. I still have a lot of digging to do on how to optimize Unreal games.

Thanks for playing!

Submitted

The gameplay feels very tight, you really put effort in that department and it shows. If the rest of the game was up to that level you would easily be the top spot in this jam. A real scene to play in and targets that werent just colored geometric shapes. But at the end of the day it's the gameplay that matters the most and that department is really solid!

Developer

Thanks for the kind feedback!

Submitted

Interesting change on the usual target practice formula - having the targets eventually attack you too if you don't clear them.

Developer

Ye, my intention was that the player should dodge and shoot, to keep the player on the move.

Thanks for playing!

Submitted

It was really fun and addictive! With the right assets/atmosphere for the environment and the targets could be a hit! Good work!

Developer

Thanks for the kind feedback and playing!

Submitted

Really cool menu-in gameplay and nice mechanics! :D

Developer

Thank you! Ye, I'm a big fan of the player able to move freely while doing the tutorial and some settings.

Submitted

I really liked this game a lot! I like the settings system, I thought it was a great idea and well executed. Thanks for putting 'invert y axis' in there too. I thought the game performed well, I had a good time trying to dodge the attacks while still shooting and building up the combo. Combo system was awesome, floating text looked great too. Solid entry, good work!

Developer(+1)

Thank you man! I actually got the setting invert-y-axis thought from watching your game progress in the DruidMechanics Discord - well though of as more accessibility! ;)

Submitted

Ah, very cool!! The way you have it implemented here is really awesome though :) 

Submitted (2 edits)

Tested and rated. Here's my score:


I enjoyed playing your game. I liked the character visuals, and the game design of being able to heal ourselves with green bubbles, and making sure we kill the red ones before they become an enemy.

My negative points would be the audio and the theme. The was only one very basic audio, and there is no music. Adding those wouold make the game more enjoyable. As for the theme, I didn't really see the connection with death.

Overall enjoyed the gameplay experience, but could be better with more visuals and sound.

Would appreciate if you check out and rate our game too: https://hadilepanda.itch.io/rise-of-necromanc

Developer(+1)

Thanks for the feedback. My initial idea was that killing the score-targets would spawn enemies / hazards for the theme, but I made it to only let despawned targets transform. There can indeed be more music effects added. Thanks for playing!

Submitted

I really liked the bullet hell that this game turned into. I also loved the settings "menu", I thought that was super creative. The game is a real challenge (mainly because my aim sucks lol) and it's fun to attempt to beat my previous score

Developer

Thanks for playing! Ye, I tried to make a target shooter in a bullet hell setting.