MGLA PLAY AF Games
Oogen Puzzle
Welcome to join MGLA PLAY AF Games
- Downloads
- 100+
- on Google Play
- Price
- Free
- No in-app purchases
- Updated
- Sep 10
- 2026 · v6.0.85
Screenshots
About MGLA PLAY AF Games
I. Project Overview
- **Project Name**: Shooting Range Trainer
- **Type**: 2D Shooting Game
- **Platform**: Android
- **Suggested Engine**: Unity (Supports particle systems, animation, physics, and UI)
- **Controls**: Aiming + Charged Shot + Crosshair Control
- **Target Users**: Casual gamers, light shooting game enthusiasts
---
## II. Core Gameplay Description
### 2.1 Control Logic
| Controls | Description |
|-------------|------|
| Hold screen | Enter aiming mode, crosshair displayed |
| Drag finger | Control crosshair direction (slide area full screen) |
| Charge Process | Hold to start charging (charge bar/circle indicator) |
| Release to shoot | Fire bullet, score upon hitting target |
---
### 2.2 Charge System
| Charge Phase | Shooting Characteristics | Explanation |
|----------|--------------------------------|------|
| Light Charge | Slow bullet velocity, weak power, large deviation | Rapid fire, low hit rate |
| Medium Charge | Normal flight velocity, improved stability | Recommended stage, suitable for most targets |
| Full Charge | Maximum power, extremely accurate, triggers explosion/effects | High score stage, specific targets must be hit with full charge |
- **Display Method**: Charge progress bar + crosshair color change + sound effect feedback
---
### 2.3 Hit Judgment Logic
- Each target is divided into multiple scoring areas (e.g., center 10 points → outer ring 7 points → edge 5 points)
- Added "Perfect Hit" mechanism (small dot in the center of the bullseye + effect + bonus points)
- Bullet trajectory affects hit rate (based on shooting direction and charge intensity)
---
## III. Game System Structure
### 3.1 Target System
| Attributes | Description |
|------------|------|
| Type | Normal / Movement / Blink / Trap / Explosion / Reward |
| Appearance Time | Duration after entering the scene (seconds) |
| Movement Path | Straight Line / Curved Line / Random Direction |
| Scoring Mechanism | Different scores for hitting different parts of the body |
| Interruptible | Some targets require full charge to break |
---
### 3.2 Weapon System (Expandable)
| Weapon Type | Shooting Characteristics |
|----------|----------|
| Pistol | Single shot, high accuracy, increased damage with charge |
| Bow and Arrow | Charge determines flight distance |
| Rocket Launcher | Charge increases blast radius |
| Sniper Rifle | Long charge activates "slow motion" for aiming assistance |
---
### 3.3 Scoring System
- Single Shot Score = Hit Part Score × Charge Multiplier × Combo Bonus
- Combo: After consecutive hits, each hit grants +10% score; misses reset to zero.
- Abnormal Hit Penalty (Hitting a Trap Target, etc.): Deducts points + Resets Combo
---
- **Project Name**: Shooting Range Trainer
- **Type**: 2D Shooting Game
- **Platform**: Android
- **Suggested Engine**: Unity (Supports particle systems, animation, physics, and UI)
- **Controls**: Aiming + Charged Shot + Crosshair Control
- **Target Users**: Casual gamers, light shooting game enthusiasts
---
## II. Core Gameplay Description
### 2.1 Control Logic
| Controls | Description |
|-------------|------|
| Hold screen | Enter aiming mode, crosshair displayed |
| Drag finger | Control crosshair direction (slide area full screen) |
| Charge Process | Hold to start charging (charge bar/circle indicator) |
| Release to shoot | Fire bullet, score upon hitting target |
---
### 2.2 Charge System
| Charge Phase | Shooting Characteristics | Explanation |
|----------|--------------------------------|------|
| Light Charge | Slow bullet velocity, weak power, large deviation | Rapid fire, low hit rate |
| Medium Charge | Normal flight velocity, improved stability | Recommended stage, suitable for most targets |
| Full Charge | Maximum power, extremely accurate, triggers explosion/effects | High score stage, specific targets must be hit with full charge |
- **Display Method**: Charge progress bar + crosshair color change + sound effect feedback
---
### 2.3 Hit Judgment Logic
- Each target is divided into multiple scoring areas (e.g., center 10 points → outer ring 7 points → edge 5 points)
- Added "Perfect Hit" mechanism (small dot in the center of the bullseye + effect + bonus points)
- Bullet trajectory affects hit rate (based on shooting direction and charge intensity)
---
## III. Game System Structure
### 3.1 Target System
| Attributes | Description |
|------------|------|
| Type | Normal / Movement / Blink / Trap / Explosion / Reward |
| Appearance Time | Duration after entering the scene (seconds) |
| Movement Path | Straight Line / Curved Line / Random Direction |
| Scoring Mechanism | Different scores for hitting different parts of the body |
| Interruptible | Some targets require full charge to break |
---
### 3.2 Weapon System (Expandable)
| Weapon Type | Shooting Characteristics |
|----------|----------|
| Pistol | Single shot, high accuracy, increased damage with charge |
| Bow and Arrow | Charge determines flight distance |
| Rocket Launcher | Charge increases blast radius |
| Sniper Rifle | Long charge activates "slow motion" for aiming assistance |
---
### 3.3 Scoring System
- Single Shot Score = Hit Part Score × Charge Multiplier × Combo Bonus
- Combo: After consecutive hits, each hit grants +10% score; misses reset to zero.
- Abnormal Hit Penalty (Hitting a Trap Target, etc.): Deducts points + Resets Combo
---
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| App | Rating | Price | Installs | Last updated | Compare |
|---|---|---|---|---|---|
| MGLA PLAY AF Games | – | Free | 100+ | Sep 10, 2026 | |
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