I'm pleased to announce the first beta build in the Badass Bravado update! Build 111 includes the following:
Faster player projectiles
Proper pixel art animations for many of the VFX (player foot impact, fire, explosions, flamethrower, rocket thrusters, etc.)
Various other visual improvements (improved particle effects, muzzle flash, backgrounds, etc.)
More physics effects for explosions (i.e. launching debris, such as crate slats)
By popular demand, explosions now hurt enemies (i.e. you can get an extra hit off by shooting a grenade as it's spawning from an enemy)
No more "damage per second" stuff: everything does an even 25% damage to the player, with a brief invincibility period afterwards (much more predictable/fair)
Seamless switching between keyboard/mouse and gamepad (single player only)
Known issues/caveats:
2 player has not yet been tested
Switching between keyboard/mouse and gamepad does not update UI elements
Save data format and location has changed, existing save data will not be preserved
No Cloud Save for new format/location (yet)
You can find this in the beta branch, where I'll be working for the next little while.
Operation Hardcore v2.0: Badass Bravado
Greetings! With my current project nearing completion, it's time to start thinking about what I'll work on next. As some of you may know, Operation Hardcore was my first commercial release, and arguably, my most successful game to date. But I've also learned a lot in the past few years, and there are some things I would have done differently. So I thought to myself: what would Operation Hardcore look like if I were making it today? π€
To that end, I'm pleased to share my plans for Operation Hardcore v2.0! It's not going to be a sequel as such, but rather, a reimagining, including:
A map screen
Dual wielding
A grenade launcher
A dash or roll move
Climbing (ladders)
More wave-based fights
Less linear levels (i.e. not just left to right)
Tile-based map destruction
Improved animations (using 2D skeletal animation)
Improved enemy behaviours, additional enemy types
Improved audio (FMOD audio engine)
I actually started prototyping some of these ideas long ago, and I've started R&D on others more recently.
[previewyoutube="M5ad4TmEfDU;full"]
This update will of course be completely free to all owners, and you'll start seeing some initial progress towards this early next year.
Along with this I also hope to give the Switch version the love it deserves: I'm working on securing a dev kit so I can actually make updates myself (vs relying on a publisher).
I'm really excited to see where I can take this thing, and I'd love to hear your thoughts. Are there things you'd like to see in v2.0?
P.S. please be sure to follow both the game page and my developer page to get updates about this going forward. π
Essentials Build now live!
The Essentials Build is now live! This brings the game up to date with the Switch version, plus a few extras. It's mostly quality of life stuff, but I've also made it a bit easier to access some content as well (super secret level, ending cut scene).
add loading screens in many places
remove fugly "Gamepad recommended" screen
change "Buy" key to E for keyboard/mouse, add dedicated icon
always show Space secret exit
always show ending (even if not starting from first level)
add Cosmocat splash screen
add support for D-pad movement/aiming (note: the game was designed for precise aiming with analog stick, so there are many places you'll want to use this instead)
improved HUD
add Discord link to pause menu
drop 32-bit Windows support
If you don't currently own the game and are interested in checking it out, I've got a few keys up for grabs via the Cosmocat Discord--just drop me a line in the #operation-hardcore channel.
Essentials Build: beta
Hey folks, it's been a while! I've prepared a new build that brings the game up to date with the Switch version, plus a few extras. It's mostly quality of life stuff, but I've also made it a bit easier to access some content as well (super secret level, ending cut scene).
add loading screens in many places
remove fugly "Gamepad recommended" screen
change "Buy" key to E for keyboard/mouse, add dedicated icon
always show Space secret exit
always show ending (even if not starting from first level)
add Cosmocat splash screen
add support for D-pad movement/aiming (note: the game was designed for precise aiming with analog stick, so there are many places you'll want to use this instead)
improved HUD
add Discord link to pause menu
drop 32-bit Windows support
This is currently in the beta branch. I'll promote it to the main branch in a few days if nothing explodes.
If you don't currently own the game and are interested in checking it out, I've got a few keys up for grabs via the Cosmocat Discord--just drop me a line in the #operation-hardcore channel.
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 π 24 hand-crafted levels (with more on the way)
π Analog controls
π Over-the-top physics-based deaths
π 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.
TOXICANT, Operation Hardcore DLC plans
Hi folks,
First off, I just wanted to say thank you to everyone who's picked up the game! Operation Hardcore has been my best-selling game so far, and I really do appreciate the support.
I also wanted to let you know about my next game: TOXICANT, a first-person survival-horror with roguelike elements (permadeath, randomized levels, etc.). I liken it to a cross between Spelunky and Outlast, both of which are definite influences for me.
If this sounds interesting to you, head on over to the store page and click the wishlist button so I know!
Secondly, I've been toying with the idea of doing some DLC for Operation Hardcore for a while now, and I wanted to gauge interest. The DLC would be largely standalone (i.e. a separate "episode"), and likely single player, as many of the things I want to do simply don't translate well to local co-op. Some of the ideas I'm kicking around:
Halloween-themed
more inspiration from early DOS action games (Bio Menace, Halloween Harry), perhaps even an FM/AdLib soundtrack
a little more "open", i.e. scrolling in all directions, ladders, jetpacks, rooms that can be entered, interconnected areas, etc.
dual-wielding, more pickups, new weapons
I'm currently debating whether I tackle this next, or continue on with TOXICANT.
If either of these things sound interesting to you, please click the like button, comment, or consider joining my Discord and sharing your thoughts.
Likewise, if you enjoy Operation Hardcore or my other games, please consider following my developer page or becoming a patron.
Thanks again for your support, I couldn't do this with you guys!
Adam/Cosmocat
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
π§ procedurally generated levels mean no two runs are exactly the same
π§ beautifully hand illustrated cutscenes
π§ over-the-top physics-based deaths
π§ lush retro-inspired graphics, contemporized with modern dynamic lighting and particle effects
π§ 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!
Hello worlds
Hey guys, Adam from Cosmocat here. I'm excited to announce our newest game: Cosmic Ray!
Cosmic Ray is a game about exploring space in search of hospitable planets for colonization. It's pretty easy to pick up--dare I say casual--and features fairly short rounds, so we think it's a good option for killing a few minutes.
Despite the simplicity we try to keep things challenging and interesting with permadeath, randomized galaxies, ship upgrades and alien artifacts to be found with each run.
We're hoping to launch next month. In the meantime, feel free to follow along with the progress on our devlog.
Last but not least, we have a Discord! Stop in and say hello, learn more about our previous games, and our upcoming closed beta for Cosmic Ray.
Now available for Switch!
Weβre excited to announce that Operation Hardcore is now available for the Nintendo Switch! Head on over to the Switch eShop to grab your copy!
Also note that we'll be running some giveaways over on our Discord server in the next few weeks. Be sure to join early to get in on the action!