Target Party
A fast-paced first-person platformer developed solo with Unity and C#.
Target Party
Target Party is a fast-paced first-person platformer focused on movement, precision and speedrunning. The idea behind the game is simple: reach the end of each level as quickly as possible while destroying all the targets along the way.
This project was developed entirely by me, from the initial prototype to the final release. I worked on the programming, gameplay systems, level design, movement, UI and the rest of the development process, making it one of my biggest projects as a solo developer.
Development
The project started as an experiment around first-person movement and fast-paced gameplay. As the core mechanics became more enjoyable, I started building levels and systems around them, gradually turning the prototype into a complete game.
One of the main challenges was finding the right balance between movement that feels fast and satisfying while still giving the player enough control and precision. The levels were designed to encourage experimentation and replayability, with the idea that players could improve their routes and times as they became more familiar with the mechanics.
Working on the project alone also meant taking care of many different parts of development at the same time. It was a great opportunity to improve my skills with Unity and C#, while also learning more about level design, game feel, iteration and the practical side of finishing and releasing a game.
Events & Release
During development, I had the opportunity to showcase Target Party at Steam Next Fest, where players could try the game and provide feedback directly. Taking part in the event was especially valuable because it gave me the chance to see how people approached the game without any previous knowledge of its mechanics.
The project was also showcased at Indie Dev Day, giving me another opportunity to meet other developers, talk about the game and get feedback from players in person.
These events were an important part of the project and helped me understand the difference between developing a game for myself and creating something that other people can pick up, understand and enjoy.
