Cosmic Ray cover
Cosmic Ray screenshot
Genre: Adventure, Indie

Cosmic Ray

Artifact Update now live!

The Artifact Update is now live!

Artifact Buffs


The biggest change is the addition of an artifact select screen at the start of each round. Selecting an alien artifact will grant a buff, like adding extra time, increasing firing rate, etc.



This also includes newly revamped artifact icons, as seen above.

Visual Improvements



  • Added trails for asteroids
  • Orbit lines are now dashed instead of solid
  • Improved ship part, artifact and blueprint pickup effect (leave particle system)
  • Revamped explosive mines, explosion particles




Revamped Earthling Profile Pics





'Nuff said!

Late Game Enemy Behaviours


Late game enemy ships now drop explosive mines.



Bug Fixes



  • Fix for enemies not taking damage from asteroids
  • Fix for player able to move before mission started

Artifact update coming soon!

Coming soon: the Cosmic Ray Artifact update! This update will add an artifact selection screen at the start of each round. Selecting an alien artifact will grant a buff, like adding extra time, increasing firing rate, etc.

The update will also include newly revamped artifact images as well as several visual improvements, like asteroid trails and dashed orbit lines.



Stay tuned! I'll be uploading a build to the preview branch in the next week or so.

Introducing: Super Rocket Ride!

I'm pleased to announce my latest game, Super Rocket Ride!



It can best be described as a cross between old school lander games and classic platformers of the SNES era: a simple control scheme, lush pixel art, and unforgiving levels fraught with obstacles and hazards.

Super Rocket Ride is being developed in collaboration with Unruly Games.

https://www.youtube.com/watch?v=UYiYXqGusUs
Features
🚀 24 hand-crafted levels (with more on the way)
🚀 Analog controls
🚀 Over-the-top physics-based deaths
🚀 Contemporary atmospheric soundtrack featuring music from Snug, JFS and Ogotu

The game will be hitting Steam in the next few months. If you're interested in checking it out ahead of that, we're running early access on Itch for the next little while.

We're also offering advance copies for streamers, reviewers, and curators. All we ask is that you reflect the early access status in your coverage, and update it when the game releases in full.

Last but not least, don't forget to join the official Cosmocat Discord to stay up to date about my games and chat with other players about the things that matter in life (mostly: games, beer, cats and music).

Brainmelter Deluxe goes mobile



Hi guys, just a quick note to let you know that I'm working on a version of Brainmelter Deluxe for Android. If this sounds like something that may be of interest to you can pre-register here, or stop by the Discord to register for the upcoming closed beta.

P.S. iPhone/iPad users, fear not! If the Android release goes well, an iOS version is not far behind.

Build 21

Build 21 is now live and includes the following:

  • delay activation of space blobs
  • fix for space blobs getting offset over time
  • add some random asteroids in the middle of the galaxy
  • reduce intensity of terraform success SFX
  • reduce volume of transmission SFX

Build 20

Build 20 is now live and includes the following:

New enemy type!


Insanely creative working name: "space blob". These guys build up energy as you shoot them, which charges up their deflection attack. Eventually they totally discharge and "rest" for a while.





Other changes



  • Enemy ship fire patterns: rather than firing continuously, there are now gaps. This makes evasion a little bit easier/predictable.
  • New main laser SFX: less "piercing" sound, with some variations (you can still toggle between other SFX using up/down on keyboard or D-pad, but there is no variation in these).
  • Fire rate limit: previously it was possible to spam the fire button (i.e. using a macro) to exceed the intended repeat rate.

AHHH! SPACE BLOBS!



I've pushed some experimental content updates to the preview branch, including a new enemy type. Check this discussion for more details and instructions on how to check it out and offer feedback. 👽

Build 17

I just uploaded a build with the following fixes:

  • player able to enter orbit with enemies nearby
  • player thruster SFX and particles not triggering
  • tweaked player thruster SFX to be a bit less abrasive

P.S. I've got something interesting in the works: a new type of enemy! Stay tuned. 👽

Introducing: Brainmelter Deluxe!

Adam from Cosmocat here. I'm happy to announce our newest game, Brainmelter Deluxe!

Brainmelter Deluxe is a challenging, reflex-based platform game with a (literal) twist: the level rotates 90 degrees when you jump.



Game Features


🧠 procedurally generated levels mean no two runs are exactly the same
🧠 beautifully hand illustrated cutscenes
🧠 over-the-top physics-based deaths
🧠 lush retro-inspired graphics, contemporized with modern dynamic lighting and particle effects
🧠 a silky smooth funk and instrumental hip-hop soundtrack to help ease your saltiness

Who is this game for?


Brainmelter Deluxe's randomized levels and permadeath system mean it's best suited to those looking for a challenging experience; one which requires mastery of the mechanic, and lightning-fast reflexes.

We hope you like it!

Build 16

Hi everyone,

I'm happy to announce the first official patch for Cosmic Ray! This build adds several bug fixes and improvements:

  • fix for hidden mouse cursor interacting with menus when using gamepad
  • fix for SFX playing on interaction with disabled buttons
  • fix to only center mouse cursor if using gamepad (otherwise, use mouse position)
  • fix for some physics updates bound to framerate
  • improve mouse/gamepad button interaction (it should no longer be possible to get into a state where NO button is selected)
  • hide mouse cursor on D-pad input
  • pulse hull integrity on health pickup