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A member registered Jul 26, 2017 · View creator page →

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i really love this game. But There is something I don't understand. I didn't find any enemy in the two last levels (level 9 and 10), is that normal?

I cannot play the game. It seems that UnityPlayer.dll is missing.

Thank you so much (^.^)

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DevBlog #5

Target Xplosion 4th alpha (0.5.3)

Hello everyone.

I didn't posted anything since the last devblog, because I was very busy during those last months So I couldn't work on the fourth level as expected. Instead, I focused my work on some improvements:


  • Ouranos' paterns (the third boss)
  • Gamepad support

The last patterns of the third boss are harder in comparison with what you got in the previous alpha, because in this level, you have a very powerful item in the game (the bomb).

Gamepad Support

The game already has gamepad support, but it wasn't complete. Indeed, you couldn't change how you control the ship. In this version, this problem has been fixed.


I decided not to  publish the Linux version of this alpha, because  the game  has several bugs I don't have on Windows.

So you can only get the Windows version.

Next step

I think it's time to work on the fourth level.

Stay tuned!

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DevBlog #4

Hello everyone.

Today is a big day, because the 3rd alpha of TargetXplosion is out.


  • Parallax
  • New release
  • Localization?


I modified the background of the two last levels, to bring more life into the game.

New release

The 3rd alpha of the game is available. It includes every updates I 've mentionned since the first devblog.


I started thinking about localizing the game. It is very important to do that because I am targetting a very large audience.  I made a french localization, but I will need people to translate the game in other language.  I created a repository that will contain translations.

Next Step

I think it is time to start making new levels. The game will contains 5 levels. I already made artworks of enemies. Those levels will be made into in the beta version. The dynamic rank system will be also integrated.  Don't hesitate to give me feedback on the current alpha, so I can improve it again.

That is for today. Thanks for checking this devblog!

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DevBlog #3

Hello everyone.

It's been a while since I published the previous devblog. My studies are taking me a lot of time. So, It's very hard to keep working on the game at the same time. 


  • Boss pattern refactoring + death
  • Colours
  • Mid-bosses, enemies and 1st boss

Boss pattern refactoring + death

I modified the last pattern of the 3rd boss. This pattern is supposed to be quite hard. So, I didn't want the player to just stay static. The player has to move permanently.



There is also a proper animation of its death


I changed the colours of the first background. The first level takes place in a forest, so I used the green colour.



Mid-bosses, enemies and the 1st boss

There was a problem of graphical coherence in the previous alpha. So I created new sprites for the game in order to replace some of the sprites I used.

Here is one of them (made using GIMP)

In game

I also changed the sprite of the tower.

I did the same thing  with the 1st boss.

Next step

I'm still working on parallax in the other levels. All of these new features will be integrated in the 3rd alpha. It will be out at the end of October.

That is for today. Thanks for checking this devblog!

DevBlog #2

Hello guys.

Today I will talk about something that was missing in the game: hit-feedback.

  • flash + audio feedback
  • particle effect

Flash + audio feedback

Some of you had trouble keeping track of your health. So I integrated two types of feedback.

The flash

Audio feedback

Particle effect

A particle effect on the bullets have been added in order to bring more life in the game. The display of the ship was also adapted according to how it moves and I added a small flash on enemies so you can know if you hit them or not.

Some existing sounds were also updated.

Gameplay video

This gameplay video shows the result.

Next step

I am working on modifying some enemy patterns and creating new sprites.

That is for today. Thanks for checking this devblog!

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Devblog #1

Hello everyone.

I think it's time to create a devlog of the game.


I will just talk about everything related to the progress of the game, if you want more information about the game itself, check this web page here.


Since the previous alpha release, I have been working on some new parts of the game, such as:

  • Dynamic game balancing (experimental)
  • Hit-feedback

Here is a preview of the dynamic game balancing

The dynamic game balancing (or dynamic rank system) is a work in progress feature that adapts the difficuty according to how the player is playing. Almost everything you are doing (combo, item usage, death, ...) in game may dynamically modify its difficulty. This feature is experimental and will be integrated in the beta version .

When you shoot an enemy, you didn't have the possibility to know if the enemy is destroyable. Actually, every enemies are destroyable.  But some of them have more health. 

That is why I integrated a kind of health bar above them, as you can see in those images


You have also noticed that there is this little point on the ship. It's the hitbox.

I am also working on integrating a "flash" effect on enemies when they get hit, modifying some sound effects and sprites.

That is for today. Thanks for checking this devblog!

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Very impressive! The concept is very interesting.

But I think you should add more checkpoints. It's very frustating to restart the entire are when you die just before the end.

Hey guys, just put up v0.13 which has a number of fixes in regards to the clipping/collision issues. Thanks again for your help here and the videos you provided! Let me know how you go with v0.13 ;)

Good news: I am not out of screen ;-)

Bad news: 


  • 1st bug: It doesn't happen if I don't press the button to attack.
  • 2nd bug: I don't know how to explain that, maybe because I jumped just before I took the loop.
  • 3rd bug: It looks similar to the off screen bug but in the wall.

Good luck ;-)

I seems that when you are dashing, you don't check the collision between the player and the floor, I can see that when I kill an enemy on the top of the screen. 

Maybe It's a feature. If it's true, I think you forgot a test case that causes the character to get through the floor in a wrong way and get out of screen.

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I still have the off screen bug in v0.12, but also just after I got hit. I will try to make a video about it.

You can use these values if you want:

- #0E222B

- #264439



But it seems that you can use any other colour combinations.

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Hello everyone.

I 've just published the 2nd alpha of Target Xplosion (v0.5.1).

I won't make a complete presentation of the game because I already did it in the the first announcement. I will just talk about updates in the second alpha.

The first alpha was too hard. So I rebuilt the levels of the game "from scratch". It should be less difficult. See this here.

If you played this new alpha, please fill in this feedback document, so I can have a better idea about how to improve my game.

New trailer


New devlog 

- Feedback and bug report:

Hello everyone.

I would like to talk about my new video game: Target Xplosion.

Target Xplosion is a 2D side-scrolling shooter game based on various video games, such as R-Type, DodonPachi, and Touhou project (東方 Project).

You can kill enemies using different types of shot (normal shot, missiles, bomb, ...). Shooting an enemy increases your combo value. This combo is very important to  get a high score . The score you will have after completing a level depends on your performance (number of killed enemies, number of deaths, combo value, ...). You can get more information here.

You do not need to be a very good player of any shoot'em up (in particular manic-shooters) to play it. The game was designed to be easy for casual gamers, and hard for hardcore gamers.

Here is the trailer of the alpha version. The game is still in development, and may have some improvements.

Here are some screenshots of the game.