A downloadable game

Cosmic Boll is the definitive iteration of a passion project I've been thinkering with since 2007 or so. The game is a beat 'em up with slope physics built on Clickteam Fusion 2.5 and the Sonic Worlds engine. It mainly takes inspiration from GBA beat 'em ups such as Dragon Ball Advance Adventure and Astro Boy Omega Factor.

Currently the general mechanics and the first stage are in development. Still need to add Super moves, some animations and the alternate second area for the first stage. Music and sfx are mostly placeholders.


Controls:

Arrow Keys: General movement.

A: Jump

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 Proto15-5-18.zip 22 MB

Development log

Comments

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(Edited 1 time)

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.

(Edited 1 time)

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.