A downloadable game for Windows

Entry for Epic MegaJam 2023

Development time: 6 days
Team size: 2
External content: Environment assets, Audio, VFX, UI textures, Player character
Everything else created by our team of 2 during the jam.
Unreal Engine 5.2.1 - 100% Blueprints

Defend against the alien invasion

This is our first Game Jam and we had a ton of fun developing Tech Cowboy.

When we heard the theme, Antiquated Future, we thought of an invasion of aliens attacking a sort of antiquated place and you're trying to defend it. So what we decided on is a farmer who is defending his town against enemies like drones, spider robots and flying mechanical eyes.

Take out your enemies and use their scrap to build new tech for yourself. Unlock abilities like a laser, that slows down time and allows you to take out multiple targets at once.

Controls

Movement: WASD

Shoot: Left click

Dash: Space

Laser Ability (once unlocked): Right click to slow time, left click to shoot.

Pause: Escape

Future Content

After finishing the game for the jam, we saw quite a few areas that could use some work, so we're planning to keep working on the game. Here are some of the new features that we're thinking of including:

  • Visual progression of your character
  • Better spawning systems and enemy pathing
  • More abilities and upgrades
  • A wider variety of enemies
  • More visual feedback (eg. Screen shake)
  • Revamped GUI
  • Combat Polish

Download

Download
TechCowboy.zip 450 MB

Install instructions

Just unzip it and run TechCowboy.exe

Comments

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(+1)

Game has potential. I like the graphics and combat method being a bit more skill based. Only needs to work on enemy spawns since for whatever reason they dont appear to spawn consistenetly like they are getting stuck in their pathing to the player character. Otherwise just needs more content for now. Good luck on your game.

Thanks a lot! We aimed for a more fast-paced and upbeat combat style and I'm glad you like it. For the spawning, yes, we tried many iterations of enemy spawns, and we settled on this for the game jam. Still, we are looking into exploring more dynamic and enjoyable enemy spawning methods to develop in the future.

Yeah pathing needs to get fixed for sure. If we decide to work more on it, we'd probably push the gameplay to be more ability-based rather than mainly just shooting-based. Appreciate the feedback!