Shuriken Practice 3

I am rebuilding my first ever Unity game as my first ever Unreal Engine game… just with one heck of a facelift! :grin::smiling_face_with_sunglasses:

The game is pretty easy to describe but quite challenging to play, especially now that I have added enemies to it. A lot of the game is random so on some play throughs you will struggle but in others you might get bored. In the psat people have complained that the bonus balls are to hard to hit but to prevent boredom I am sticking to my guns and keeping them hard to hit :smiley:

The gameplay
Hit targets to gain score or add to your timer.
Avoid targets that deplete your points or timer
Level up to unloack new projectiles
Projectiles award points and ammo bonusses relative to their own level
Hit enemies to defeat them

The goals
Beat level 4 without running out of time
Beat level 4 without running out of ammo

The Challenges
You need to hit two targets with one projectile to trigger a bonus ball
You use up ammo while trying to hit the bonus ball
Enemies require multiple hits to defeat but if you leave them be they will destroy your bonus balls

Gameplay videos here:
First gameplay video
First look at enemies

1 Like

Hey there @JansenSensei,

Hope you’re well :slight_smile:

Just wanted to pop in and give some support :smiley: It’s always so cool getting to see a before and after with something as important as your first project. Do you plan on creating a video to showcase what you’ve improved? I’d love to see one if thats the plan :smiley:

Hi there

Unfortunately the game is lost to time now so I can’t make any videos of it. All I have left is a few screenshots.

The first version was made in Unity 1 and was released for Mac Dashboard only. It immediately hit Staff Favorites #1 and a week later managed to get on the top 10 downloads list alongside the free OSX updates! I was so proud of that! :smiley:

Back then I had an ISP that limited my download bandwidth and by the time I moved the file to RapidShare I had already racked up so many penalties in extra download bandwidth that I ended up losing money on the game :joy::sob::grin: It was released as Donation-ware and I ended up making a total of -35 USD :smiley:

On the plus side, though, it was noticed by a Japanese company called NinjaForge who wanted me to skin it for their website and then later hired me to build a mobile version for iOS called “Making of a ninja”




For this version he provided me with cartoony graphics and thus was created Shuriken Practice 2 a.k.a. Making of a ninja. For version 2 I also added high scores but it only recorded the 10 best scores on that particular device. It had no online features of any kind. It was still a single level game, though. One target range, 5 rounds, game over.

With Shuriken Practice 3 I am making my first game in Unreal so I figured why not remake this game for a third installment? This time, though, the changes include:

  • A major facelift in terms of graphics
  • 8 different levels to play on
  • Enemies on most of the levels to add extra difficulty
  • Online leaderboards using the Wordpress For Gaming plugin I released on Fab
  • Once this is all up and running I’ll be adding achievements also

So, no, unfortunately I won’t be able to make a video documenting the differences so this short history of the game wil have to do.

Fun fact:
I still use the same shuriken meshes and ammo artwork from version 1 in this latest version :smiling_face_with_sunglasses::grin:

Graphics are simpel yet beautiful!! You might have files clutter in your explorer. If that’s true, you can esily organize your files with cx file explorer.

Thank you very much :slight_smile:

By the way, is the game publicly available or not yet?

Not yet. I am busy adding polish (new UI, UI animations, button clicks etc) and then I still need to add the achievements then I’m done.

I literally just finished new new look leaderboards screen.
TIP: If you are gonna be one of the first 20 people to play it then you will definitely land your name in the leaderboards. Register your email at Gravatar.com so long and see your chosen avatar displayed in the leaderboards. Be ready to take a screenshot :smiley:

Very close now…
Hopefully by next weekend if all goes well. Touch wood!

p.s. oh, and I have to create the website where people can create their accounts if they don’t want to do it inside the game. Currently the site has nothing there. Just two images and the account management plugin created in Unity. So sad that Unreal no longer has a web player build option :frowning:

This has been a slightly disappointing week :frowning:

I submitted the game to Epic for review but they are still busy with the review so nothing new to report on that front.

I then submitted it to Apple and they rejected it only 8 hours later saying I need a custom icon for the game. I have been busy for 2 days now trying to figure out how to create an icon for the game.

Simply setting the icon inside of the Unreal project does literally nothing at all.
Searching the internet reveals many people with this problem spanning a number of years now. They each have their own solution for how to make it work but so far none of their methods have worked for me so after 2 whole days of struggling it seems I need to give up on publishing to the Mac simply because I can’t add an icon to the game. :frowning: So sad

Then I noticed someone saying it works if you use remote building from a PC so I tried that but even after recreating all my certificates and profiles I still can’t get Unreal to successfully do a remote build. It accepts my profiles just fine but that shouldn’t matter since (as I understand it) since UE5.3 that is no longer being used. I configured my cloud settings but, nope, still can’t build for Mac from my PC. :frowning:

So yeah, no luck here. A slightly disappointing week but at least there is still hope that Epic will approve the game soon and then you guys will get to play it! :smiley:

At least I did get to learn a lot about Unreal and about my game this week. Here is some interesting facts about running it on a Mac:
On an M1 Max SOC it runs as well as on PC
On an M3 Pro SOC it runs as well as on a PC
On an M4 SOC it runs so slowly it is actually unplayable! :open_mouth:
Who knew an M1 SOC could outperform an M4? :open_mouth:

I wanted to test it on my iPhone but , again, could NOT get it to build successfully. I keep getting “An unknown error occurred” messages … but if I can get around that then that should be interesting to see.

I modified the game for mobiles so that you can still play with 4 shuriken but with only a single finger / stylus. I’m curious to learn how people like it.

On Desktop:
You throw level 1 shuriken with your left click and level 2 with your right click. By holding down shift you step that up to level 3 and level 4 respectively. This means you can very rapidly decide which whuriken to hurl at which target and thus maximize your score (level 1 shuriken for the 10 points target just to progress through the level and a level 4 shuriken at a 100 points target to get that high score). If you try to use a shuriken that you have no ammo for the click fails and nothing is thrown

On Mobile:
You simply tap on the icon of the ammo you want to use and then all taps will throw that level shuriken until you either tap on another one or you run out of ammo. On mobile when you select one type of ammo and then run out of that ammo you automatically revert to the ammo one level down until you find ammo. If no ammo is found then that is a game over anyway so, basically, as long as you have ammo you can fire away.

I wonder if I should add a settings screen and add that as a game mode players can choose… So many questions on what players will like and what not. :smiley: CAn’t wait for people to get their hands on it! :smiley:

And there we go… Finally, after 19 years I have published my second game for myself. :smiling_face_with_sunglasses:
About b****y time! :smiley:

My first game ever has now been remade into my first ever Unreal game and is now available for the world to enjoy. All I can say now is “Have fun everyone” :smiley: