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A jam submission

Snipe The EliteView game page

A game where you have to snipe some "elite" soldiers and find a few collectables whilst your at it!
Submitted by Michael94 — 6 hours, 1 minute before the deadline
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Snipe The Elite's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#313.8703.870
Fun#334.1094.109
Mechanics#613.8483.848
Aesthetics#1024.0434.043
Music#1343.6093.609
Story#3552.4132.413
Theme#5122.5002.500

Ranked from 46 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.
All are listed in attributions.txt and page description. You can find attributions.txt in the Google Drive link provided.

Link to your source?
https://drive.google.com/drive/folders/1P92F10dQQV3Bol8mbhByG3JwYVinsXoL?usp=sharing

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Comments

Viewing comments 32 to 13 of 32 · Next page · Last page
Submitted(+1)

Winner Winner Chicken Dinner, although I had to enable the option to see all collectables to find the last bottle :) 

All round a fun game.

Submitted(+1)

Nice entry, as someone else said not really with the theme, but good fun anyway.

Submitted(+1)

It looks like a fun game but unfortunately, I don't think it was working for me, I couldn't get to the collectables but could see them, I struggled to get through some doors and couldn't hit anything, maybe a position issue with the camera? but I love the zoom and lens for the sniper, nice work!

Developer

Sorry to hear that it wasn't working for you, I haven't heard of any issues from others like this so I'm not sure why you weren't able to go through doors and such :(

Submitted(+1)

Winner winner chicken dinner - although I did cheat with seeing all the collectibles.

Nice work man!

You implemented the slow mo replication very well - although it does get a bit too much at times- so, thank you for adding a slider.

You definitely recreated an awesome classic sniper experience included with all the collectibles.

The music also gave a cool vibe to the game.

Great job for creating a game and submitting!

Developer

🐔🍽️😉

Haha glad you got there, and no worries about the collectibles cheat, those bottles are very hard to see without it!

Really glad to hear you enjoyed the game, I'll try and check yours out today!

Submitted(+2)

Fun

A basic sniping game. Doesn't do anything unique, but it was enjoyable.

Aesthetics

I had to drop down my game settings to run it. Seems like overkill. for a game like this. A lot of the assets are simple boxes or low-poly, which clashes with the high poly landscape.

Music

2000s era flashgame music. Could use improvement.

Sound

It was fine. Nothing special. The gun shot could use some echo or reverb. Possibly some shouting from your targets and better UI pings.

Mechanics

The scope movement felt a bit slow. Could use some reticle slowdown when moving over a target, and keep the scope moving faster otherwise.


The bullet time is really cool, but often it would have bullet time and my shot would miss. A lot like skyrim. 


The bullet taking time to hit was cool, but enemies being startled before the bullet landed was rough. I needed to predict where they would run.

Story

You are a sniper. Not much beyond that.

Theme

You literally die at the beginning.  Then it says just kidding and you play a normal sniper game. This is just lazy. There are no mechanics that relate to the game jam in any way.  This does not meet the theme. 

Developer

Thank you for your feedback, all valid criticisms, this was my first jam entry and I decided before the theme on what I wanted to make, so yeah I put the theme in rather cheaply but I thought it was better being a literal take than nothing at all!

Regardless thank you for playing

Submitted (1 edit) (+1)

Thanks for providing a linux version! This is actually my first Unreal Engine 5 game.

I think you have a solid core loop. I didn’t have too many performance problems on Medium, though I think the shimmering on the distant crates is very distracting.

I only have three main issues:

  • Bullet drop is nice, but I feel like feedback could be better about distance. I would have liked a distance indicator when scoped in. This way, I could get used to which ranges will require a certain level of bullet drop compensation as opposed to blindly firing until I get a feel for it.
  • Bulletcam is too long. I would have kept it on, but getting bulletcam for misses and having it take upwards of what felt like 20-30 seconds made it bothersome.
  • As far as the scoring goes, I feel like there was a missed opportunity to score headshots. I was deliberately waiting for enemies to hold still for the right opportunity or walk towards/away from the player.
  • I think the gameplay loop and scoring encourages reckless behavior and risky shots as the player has infinite ammo and receives less points for safe but effective shots than unnecessarily risky ones. I would have included a penalty of some kind for triggering enemies’ alert status without killing.
  • The gold bars felt a little like padding as there were no enemies to fight and there was no reason to explore the other rooms; I wish they had led to a higher balcony or something useful to the player, or that there were enemies that could spawn into the player grounds.
  • To me, the mouse sensitivity felt too high in standard view and too low while scoping. I would appreciate the ability to adjust these separately in the Settings menu.

This is coming across as fairly negative but I think what you have here is a very solid experience. I didn’t have any real bugs in the experience and getting bullet time in there was a very nice touch.

Congrats on still getting the theme in there somehow, I got a chuckle out of that. Nice work on the submission!

Developer(+1)

Thank you for your feedback, and I agree with all of your points. I think you played version 1.0, I made some fixes in 1.1 to the bullet prediction implementation to confirm if a bullet will hit, and 90% of the time it works, the only place it struggles now is on moving enemies when they are walking between the containers and such, the reason being is that the prediction fires two simulated projectiles, one the size of the bullet (this works on all stationary targets) and one which is a quite a bit wider to compensate for moving enemies, this is where it can get confused because I had to allow it to pass through static objects like the containers otherwise it would stop on those and report an invalid hit even though the bullet would hit. I think if I ever re-visit this game in the future I would have some kind of secondary collision detection on the enemy that would place it further in front of the enemy based on the direction they are moving and their velocity to determine how far in front of them, then I could just use the initial bullet prediction rather than two.

Bulletcam is definitely too long but with 1.1 this is mitigated as it only happens on definite shots 90% of the time, and you might 2 or 3 invalid shots (depending on how many moving targets you attempt and miss!) 

Scoring - definitely, this is something I wanted to incorporate but the bullets would always report the "Torso" bone for any shot chest and above, and I couldn't figure this one out so I scrapped it, I originally wanted enemies to have health and each location would provide different damage, as currently you can shoot an enemy in the toe and it's insta-death for him 🤣

Gold bars were definitely padding and I think that would have been an awesome use for them to have a secondary area which leads to more enemies.

Sensitivity sliders was something that was requested as well which I implemented in 1.1 and is something I will be making sure goes in first for any future jam entries, as this was my first jam I've entered or even played others games in, I realise how frustrating it can be since we are all used to different sensitivities and all run different DPI settings and such.

I'm not reading this as negative, it's all valid criticism and something I will definitely be taking on board for my future jam entries, so I appreciate you taking the time to provide all this wonderful feedback!

Thank you 👍

Submitted(+1)

You managed to make the Sniper Elite style shooting, that's very impressive! Good use of the engine with the post processing and lighting.

I don't know if you know this but those lower horizontal bars in the sight is supposed to be as wide as the width of a mans shoulders at that given distance. So you use it to gague distances. Line up the shoulders with the right bar to know the distance and you will know that you are compensating enough for bullet drop! - If you can manage to get this in the game you are golden.

Developer

Thank you for playing! 

😱 I never knew that's what they were for but that's amazing, thank you for letting me know!! Originally I had it calibrated so anyone at the front of the map would be hit with bullet drop enabled with the center of the crosshair, then the next level would hit enemies in the middle, and the last level would hit enemies at the back, however I decided to introduce zooming in and out very late on and without some kind of zeroing system like you get on Sniper Elite it made those notches rather useless!! If I ever revisit this style of game or even another shooter in the future with a sniper, those notches will be given more thought and practicality!

Submitted(+1)

Really polished and fun to play. The only critique if this were released is the optimization, but not going to ding you for that.  Great work, one of the best I've seen!

Developer

Thanks for the kind review!! I'll be releasing an updated build soon which contains some QOL improvements, namely the ability to see all collectibles, sensitivity adjustments, and predicted projectile bullets to help prevent bullet cams when there's not a definite hit!

Submitted(+1)

Wow nice game! The level is wonderful! And nice mechanics, really well done!


I really LOVE the slow motion thing, but it's a little to slow. I would at least enable it only if you are getting a kill. 

Well done!

Developer

Thanks for the kind review!! I'll be releasing an updated build soon which contains some QOL improvements, namely the ability to see all collectibles, sensitivity adjustments, and predicted projectile bullets to help prevent bullet cams when there's not a definite hit!

Submitted(+1)

Nicely put together. That was rather fun. I was pretty keen on finding all those green bottles but just couldn't get the last 4...

I was so happy that you had the option to turn off the bullet time, it was such a cool addition to have but I found the cutscene to be a little slow and sometimes happened even with shots I missed.

Anyway, really nicely done dude! You should be proud :)

Developer

Thanks for the kind review!! I'll be releasing an updated build soon which contains some QOL improvements, namely the ability to see all collectibles, sensitivity adjustments, and predicted projectile bullets to help prevent bullet cams when there's not a definite hit!

Submitted(+1)

Very nice Sniper Elite-like mechanics and impressive AI. I also liked the fact that you took the time to make a couple of cinematics, it adds a lot to the game :D

Submitted(+1)

Very nicely done. I will admit that I cheated by increasing my mouse sensitivity, I think it may be a bit too low in the default settings. The scare at the very beginning is fun :D. I also liked your menus quite a lot, they are polished and very functional.

Good job!

Developer(+1)

Thank you! Yeah I've had a few players request sensitivity adjustments, it's something I plan on adding in and definitely something I will add in on my next game jam entry if it's a FPS.

Thanks for the kind comments, I've just seen your game is also UE5 and looks amazing, I'm downloading now, will check it out today when I get chance!!

(+1)

Love the bullet cut-scene-to-target. These are things I only dreamed of doing. This is a complete game mechanic. Nice way the action is focused in the scene.

Developer (1 edit)

Thanks for the kind review!! I'll be releasing an updated build soon which contains some QOL improvements, namely the ability to see all collectibles, sensitivity adjustments, and predicted projectile bullets to help prevent bullet cams when there's not a definite hit!

By the way, the bullet cam I implemented is actually deceptively simple, the bullet object has it's own camera and when fired, we set the bullets camera to be the active one and slow down the time dilation, if we hit something then we spawn a target camera which looks at the object we hit, then finally after a short delay we switch back to the main player camera and restore the time dilation!

Submitted(+1)

Well done ! The mechanics you propose are well executed, and gives some challenge !

Developer

Thank you for the kind words :)

Submitted(+1)

This was a good game. It think that bullet time did not work for me, happened even when I missed, and took just highlighted my mistake. I ended up turning it off. I also had a bit of a problem with the sensitivity of the mouse. A setting to let me change that would have been nice. I think overall it is a good game. Very good shooting mechanics! I like the fact that they ran away when I shot near them and missed, good touch. Keep up the great work.

Developer(+1)

Thanks for the kind review!! I'll be releasing an updated build soon which contains some QOL improvements, namely the ability to see all collectibles, sensitivity adjustments, and predicted projectile bullets to help prevent bullet cams when there's not a definite hit!

Submitted(+1)

very ambitios game! I really liked the feeling of distance you were able to realize through the scope and the bullet time - and by having such a big terrain as well of course. Finding those hidden bottles was probably my favourite part, especially when i got a bottle bullet time ;-)

killing 20 dudes who weren't able to fight back at all wasn't really my cup of tea though
(i did it anyway, so you did a good job corrupting my soul ;-)

Developer

Glad you had fun with it! I did initially want to give the AI some way of shooting back at the player, but ultimately I thought it would just detract from the main bullet cam mechanic so I scrapped it, in the end I'm glad I did! Those soldiers are very dangerous "elite" soldiers 😉 they just forgot their weapons!!

Submitted

Very polished indeed!

It was a bit unnecessary to show slow-mo when missing target.

But wow this is such a well-balanced game. This is amazing that you done in 10 days :)

Very well done 

Developer

Thank you for playing and for the kind words! 

I tried to get the bullet prediction working but ultimately I wasn't able to figure it out so I disabled it, after doing some other QOL patches I decided to have another stab at it and managed to get it working 90% of the time, so it eliminates most of the failed bullet cam shots!

Submitted(+1)

Fun shooting times! Thanks for sharing this.

Submitted(+1)

Fantastic game! Well polished for a jam game. I had a lot of fun playing it!

Submitted(+1)

I loved this game so much! Maybe an option to see all the enemies, bottles and gold with a white outline (Or something like that) finding the bottles was hard lol!

Developer(+1)

that's a great idea! I hope I can add that in post submission, I'll ask the jam team 

Developer(+1)

I'll be releasing a build soon with this very option if you wanted to check it out again!

Submitted(+1)

Yeah id love to see how it looks! Glad mu suggestion got in the game haha!

Viewing comments 32 to 13 of 32 · Next page · Last page