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Cosmo

Solo Developer

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Trailer

Description

Cosmo is a top-down, cooperative PvE shooter with a sci-fi setting, with a focusing on player-versus-environment combat, utilizing a variety of 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 visually simplistic world.

Adapting a PvP experience to PVE

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.

Evolution from Over Armor to Cosmo

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 Pathing and Attack Patterns

Player Combat Mechanics

Cosmo utilizes a variety of different weapon types. Specifically, there are different bullet-type weapons, trace style laser weapons, melee weapons, and explosives. Notable developments in this area include the melee combo system, which makes multi-hit kills super satisfying, as well as secondary attacks, both of which are present on the sword item in the game.

Weapons and Player Attack Patterns

Inventory and Loot Mechanics

Cosmo started as a metroidvania, but I moved away from that in favor of a loot-based progression. I discovered that a metroidvania 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.

Player inventory and Loot

Visual Design Iterations

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Title Screen Test

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Title Screen Final

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Cartoonish Style

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Final Style

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