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Rifle Range - Tower defense game

A topic by FromageBrie created May 19, 2025 Views: 165 Replies: 3
Viewing posts 1 to 4
(5 edits)

it's a shooting gallery game and you have to fight off targets.

sample artwork

Rifle Range Devlog #1: Guns, Modifications & Economy

INTRODUCTION

Hi! Today I want to tell you about my new game called Rifle Range. The point of the game is not to let the targets reach the red line. You will have an arsenal of weapons, different types, and helpers. The game will have 50 levels, on each 10 will be a boss. When passing a level the player will be given a new helper, weapon or open a new path for the targets. In total there will be 4 paths on which the targets can move. And they will be opened as you pass the levels.


Now on to what I've done so far

ECONOMY

The fundamental mechanics of the game. Everything is built on it. There are 2 currencies in the game: gold and iron. Gold is needed for everything, for gold you can buy everything you have. Iron is needed exclusively to buy ammunition. These resources can be mined from sources. There are only 3 gold ones and 2 iron ones.

GUNS

M20, HF GM - Automatics

Fraction 570, 590 - Shotguns.

GH K12, AMK VB 3-1 - Rifles.

P50, Neon LC 30 - Pistols

M71 - Machine gun

 

Automatic rifles fire in bursts of 2-3 bullets.

Shotguns shoot buckshot.

Rifles fire a single bullet.

The gun can fire a single bullet or a burst of bullets.

The machine gun fires without bursts.

In order to use a weapon you need to buy it. The game will tell you where to put it

But the problems don't end there. The player will need to buy ammunition. They can be bought for gold, or for iron.

Weapons have characteristics and can be improved

Critical damage is 2x more than normal damage!

MODIFICATIONS

Modifications are improvements to the weapon. They increase the firepower of the weapon. When you purchase a modification, it will directly appear on the weapon

There are like normal modifications that are added on the weapon and give a certain improvement, and there are other modifications that automatically shoot at targets. 

Also, when you buy a knife, the weapon will automatically attack a target at close range, even without auto fire. The knife deals 10 damage per attack.

There is the most powerful modification, the grenade launcher! The name speaks for itself. The grenade launcher has all 3 rounds, but in a difficult situation and with a large number of targets, grenade launcher will do a lot of damage. When a target is hit, it deals 40 damage!

A modification called "Changing the Entire Structure". It gives improvements in such characteristics as: reload speed, rate of fire and life points. Some may ask: "Why do weapons need health points?". And you need them because some targets will have weapons and they will attack helpers, drills and your weapons that stand in the way.

Also note that certain modifications are not available for some guns, i.e. you can't mount a grenade launcher or a knife on a gun

Also wanted to say that all prices shown in this devlog are subject to change!

Well, that's it for now. See you at the next devlog!

Rifle Range Devlog #2: Supports part 1

In this devlog, I'm going to talk about the helpers. The helpers will help you a lot along the way. They will destroy, stop, slow down and more.

The helpers are located on the blocks behind the red line.

The first helper is a wall. The wall stops the targets until they break it. The wall protects your other helpers that are behind it, as the targets attack a structure that is not far from them

The second helper is Mina. Mina is very useful at the beginning of the level, because at the beginning of the level the player does not have much money, and the mine does not cost much.

The third helper is Freeze. Freeze slows down a target that is hit by it. Freeze can be useful when a strong enemy is close, and freeze will help you just as much, because of the fact that the target is slowed down, it will have reduced speed and speed of shooting, which will help you a lot.

And the last helper for today is the turret, one of the most useful helpers in the game. Although it is expensive, but it will help your main weapon and the line in general.

Well, that's it for now. See you at the next devlog!

Rifle Range Devlog #2: Supports part #2

Hi everyone, this is the last devlog in this category. And a new portion of helpers is made!

The first helper in this installment is the bow and its improvement in the form of a modern bow! The difference between the bow and the turret is that the bow has more damage and the range is limited, also the bow has less HP. It is best to place the bow behind a wall and away from the red line!

The difference between a modern bow and a regular bow is the amount of HP, range and damage.

The second helper is the optimizer. Perhaps, almost the most useful helper in the game! Placing him between the two helpers, he, will improve their characteristics.

The optimizer improves the stats for those helpers:

     - Wall and Steel Wall:

          - Increases HP

     - Freeze:

          - freeze slows down more

     - Bow and Modern Bow:

          - increases damage

          - increases range

          - increases HP

     - Turret:

          - increases damage

          - increases speed

          - increases HP

Optimizer ignores mine and rocket turret. So it's better not to put them next to the optimizer!

Steel Barrier is a stronger version of a wall.

The third helper is the missile turret! The strongest helper! It shoots rockets. When it reaches the target, the missile explodes and deals area damage, hitting multiple targets at once! But the shot is quite rare.

And lastly, it's not just walls that take damage, it's everyone else!

Well, that's it for now. See you at the next devlog!

(1 edit)

Rifle Range Devlog #3: Enemies

Previously, the targets were ordinary enemies that the assistants could easily deal with. But the targets began to notice that their scouts were not returning. The officers sounded the alarm and reported this information to the captain, who in turn passed it on to Mr. Traget himself! The captain, seeing the assistants, decided to deal with them secretly at first.

The captain thought about why he had sent the assassin. If there was only one helpless, wooden barrier there, he decided not to waste bullets on practically nothing and sent the killer instead.

Unexpectedly, the captain immediately sends in a demolition expert.

After destroying the barrier, the captain sends the assault trooper behind the turret.

Having suffered defeat, the captain plays his trump card in the form of a good target.

The captain is furious! Having lost several soldiers, he decides to take extreme measures, namely to begin planning Operation Purge. First, before the start of a full-scale war, he orders his officers to gather and equip the army with weapons and armor, and to deploy them in different directions in order to deliver a crushing blow from all sides!

Targets can be equipped not only with weapons, but also with armor. When equipped with armor, the target's speed decreases, but its HP increases. The target may be equipped with a helmet, armor, or both, which means that its HP will increase by 2 times and its speed will decrease by 2 times.

Now, let's talk about what wasn't shown in the story. 

First, armed targets can now attack the main weapon!

Second, a new gold source has been added. The difference between this source and the main source is that the drill standing on it can be attacked by targets if it is the closest target.

And finally, now not only critical damage received by the target is displayed, but also normal damage.