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(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! :)


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!

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!