Project Type: Acerola Game Jam 0
Software Used: Unreal Engine, Aseprite, Audacity
Language Used: Unreal Blueprint
Primary Role: Game Designer, Assets Artist, Programmer
Play my game here: https://sugarcow.itch.io/frag-a-mole
Frag-A-Mole was created during the Acerola Game Jam 0. The game jam lasted two weeks and each contestants are limited to own skills in programming, art, music, and non copyright assets.
Frag-A-Mole is a top-down, shoot-em-up, pixel art game that is about shooting moles of different varieties in an effort to prevent them overwhelming you and reducing your health to zero. There are a total of 10 different types of moles with different abilities ranging from shooting, eating the player's resource to buffing and spawning addition moles.

Each enemy Type are stored in an enum type to be accessed by the BP_Enemy Actor.


Utilizing the PaperZD Animation pluggin. This is the basic enemy animation tree to be played based on their state. For instance, once the enemy spawns, the state will automatically move from 'Root' to 'Idle' and the spawning animation will be played during the state transition.

The holes in which the moles are spawned from are generated dynamically in BP_Spawnergrid. The size of the grid can be controlled through two variables that is exposed, row & column.
Row= 6, Columns = 6

The grid is made up of two structures combined to make a 2D array. The array is used to store BP_EnemySpawner and then is

The actor will iterate through the 2D array and find a random row and column integer to find a random location on the grid to spawn the mole.