
Joey Relovsky
Cosmo
Solo Developer
Trailer

Description
Cosmo is a top-down, cooperative PvE shooter where up to four players team up to battle against intelligent AI enemies. Originally developed as an offshoot of Over Armor, Cosmo evolved into a distinct sci-fi experience with a focus on player-versus-environment combat, and diverse weapon mechanics.
The game introduces dynamic AI behavior and allows players to explore multiple playstyles, from ranged gunplay to tactical melee combat, all within a comparatively unified, visually simplistic world.

First Dynamic Camera Test
Early Production
Cosmo originally started as a PVE offshoot mode for Over Armor, where you were able to team up with friends in a medieval world. However, as development furthered, creating a truly new theme for the game became more interesting to me. However, the new project was still build upon the base level Over Armor systems as a foundation.

Gameplay Concept
Melee Combat and Jetpack
AI Combatants
One focus for the project, since it was my first PVE game, was to refine AI Combatant systems. I took heavy inspiration from other games, like Halo, and their approach to enemies. In my view, pathfinding should have the ability to track the player, while not being omniscient, and the enemy should attack effectively in different circumstances.

AI Pathfinding and Movement

AI Attack Patterns
Gameplay Refining
After Playtest 1, I decided to move away from the metroidvania idea, as it becomes drastically more complicated with multiple players, and I felt like the return on making it a looter-style game was higher. Therefore, I moved to removing more of these abilities the player achieved, instead fleshing out the weapon sandbox to be more interesting.

Different Weapons and Inventory

Melee Combo System
Design Iterations

Title Screen Test

Title Screen Final

Cartoonish Style
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Final Style
