A downloadable game for Windows

Cosmic Boll is a remake of Bolinha, a game I developed back in 2006 that was itself based on comics I drew back in 1998. After several iterations over the years, I've finally figured out the kind of gameplay that does justice to them. It had been right on my face the entire time. 

The game is a beat 'em up with slope physics built on Clickteam Fusion 2.5 and the Sonic Worlds Delta engine. It mainly takes inspiration from GBA beat 'em ups such as Dragon Ball Advance Adventure and Astro Boy Omega Factor.

As the little blob warrior Bolinha, the player must bowl their way through the army that has destroyed his home. The current build sent for SAGE 2018 features the first level and most of the mechanics.


Controls:

Arrow Keys: General movement.

A: Jump/Invincible Dash

S: Normal attacks

D: Core Shot/Quick combo finisher

Keep in mind you can parry , block and even reflect attacks, do invincible dashes and juggle enemies until they're bopped outta the screen. With a little experimentation, even large groups of enemies can be defeated in instants.

Download

Download
Cosmic Boll SAGE2018 Proto REV08.3.zip 28 MB

Development log

Comments

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Hey.. I need a bit of help, how do I "press start" I press enter but nothing happens, I've been able to play it only once and I don't remember what button I pressed. I tried pressing all the buttons but I get nothing please HELp

Delete the file "last" from the Data\Profiles folder. This will force the game to start from the control settings screen.

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Honestly, from what I've seen this is good enough to be released as a full game as is. It just needs some more content and a few slightly more original sound and sprite assets. The fast pace seems to work really well and the combat feels crunchy and kinetic. It takes what Freedom Planet did with combat and runs much further, however it sacrifices some of the platforming which that game was built around. With this complex physics engine that allows the player to cling on the ceiling and stuff, some extra platforming challenges would work wonders. I also think that getting the player to find upgrades slowly to increase your abilities to what they are in this demo (maybe more? *wink wink* *nudge nudge*) would allow the player a much easier time in getting acquainted with all the mechanics. Overall, very solid and I can't wait to buy this one on Steam when its done.

Very cool game, I'm glad OneyPlays made a video on it

This is really awesome! A few things I'd say to do are make a tutorial level where it explains how the Item and Shot work. I was able to figure it out, but it should still be more clear. It's a very good mechanic though. Another thing, mostly a nitpick on my part, but I think the main character is very generic looking. Maybe give them a hat or something, just to diminish the similarities to Kirby. That being said, the graphics are very crisp and vibrant, the gameplay is fast paced, and I cant wait to see this game further enhanced!

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I really suck at this one. But i don't get how one is supposed to approach knife goons, their attacks are rapid and not telegraphed, but the worst offender are flamethrower thingies. They can do their thing right out of stun and chef through your hp like knife through butter. I tried to juggle them but character's reach is just silly. Maybe a good tutorial will help, i don't know, but i can't complete the demo cause of flamethrowers.  Also rolling is useless and makes blocking really difficult.

"i don't get how one is supposed to approach knife goons, their attacks are rapid and not telegraphed"

They very clearly whip out the knife, show it and pull it over their heads for several frames before swinging it. 

"They can do their thing right out of stun and chef through your hp like knife through butter. "

That's the point. I want the flamethrower robot to be the one enemy that presents a real threat. 

"I tried to juggle them but character's reach is just silly."

The standard air combo is Dive Kick > Air Punch > Spin Kick > Air Punch over and over infinitely or until you finish it with a heavy attack. The character's air attacks have large hitboxes and drag enemies to his position to prevent players from missing hits. 

"Also rolling is useless and makes blocking really difficult."

Rolling deals 1 hp of damage... every two frames, so it hits 3 to 5 times whenever you roll into someone. When any attack bonuses are on, what do you think happens? That aside rolling is meant to let you keep a combo going between enemy ambushes without stopping and increases the special gauge faster than it does while blocking. I have now changed it so pressing down while rolling under a certain speed makes Bolinha block, though.

I also considered making it so rolling into an enemy and jumping drags it with you, but while it is a fun concept, it does a ridiculous amount of damage (enough to kill every enemy in a single jump without stat buffs) and overshadows the entire moveset. I've cut it out for now.

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Well shit, implemented the drat move anyway. It deals half damage but hits around 20 times.  It also pierces enemy invincibility.

_

Made a video - 

So far this game is looking like it will be really fun. A good mix of classic platformer and beat em up games all rolled into one! Looking forward to more updates to this one. So far the only feedback besides the obvious sound files, is the menu screen at the begining when you pick your controls. I couldn't figure out how to use controller settings. I'm guessing you will be updating that with a more clean looking version in the future. Keep up the good work!

The action and combat are pretty satisfying but all of the sfx ripped from Sonic really detract from the experience. They are far too recognizable and they don't fit with the game.

Yeah, I know. I still haven't changed the default sfx from Sonic Worlds.