What if Arkanoid and Geometry Wars had a baby?
Changelog:
Ver 1.3.1
- Hurry Up now properly resets when a life is lost instead of just losing a ball
- Lost ball particles updated
- Multiball chances refined
Ver 1.3
- Hurry Up resets when the player loses a life
- Multiball can no longer split a ball offscreen
Ver 1.2
- Ball escaping the top corners of the screen has been fixed (Hopefully)
- Ball no longer gets stuck in the screen edge when being rammed by the paddle
- Press X to skip the (admittedly long) dev logo and go to the title screen
- Increased chances of dropping the Multiball powerup
- Minor level adjustments on "Metalcore" and "Spider"
Cosmic Crash (stupid name, I know) is my version of @Krystman's Breakout Hero.
A few notable changes:
- The player has the ability to change the angle of a ball stuck to the paddle by pressing up or down
- Powerups are collected and stored in the paddle. Use your stored powerup with the O/Z button. Collecting a new powerup will replace the currently held one.
I hope you enjoy the game.



Very polished animations, although sometimes I missed the ball because I had caused such clouds of confetti.
I got this score after getting a few levels in without loss. After that, I'm lucky to get through two levels without a reset back to zero...




Really enjoyed playing this. I like the idea of storing power-ups until you need them , although I'm still not sure what "warp ball" does.
I didn't like the way the paddle reacts to the ball though. I found it very difficult to change the direction of the ball and it seems necessary to hit it only with the ends of the paddle.
There doesn't appear to be a difference between finishing a level by clearing all bricks or waiting for "Hurry Up" and then it ending 10 (??) seconds later. Is there a difference?
But this is a fun cart. Love the explosions and visual effects.
More multi-ball power-ups though !!!



Thank you all so much. I'm relatively new to all this, but the learning process is the most fun I think I've ever had. Feedback is definitely wanted.
When the warp ball is active, if the ball leaves the bottom of the screen, it warps back to the top.
The paddle and ball interactions take a bit to get used to but essentially, if the paddle is moving in the same direction the ball is flying when they collide, the ball's angle will flatten if it's possible. To raise the angle, hit the ball while you're moving in the opposite direction of the ball (this one is really tough sometimes). The corners of the paddle have a bit of leeway in deflecting back up to save the ball when you ram it.
I did fix the Hurry Up in this current release. Any bricks that explode as a result of the time running out don't net any score.
I'm glad people are enjoying the game. It's good to know I'm not the only person who likes stuff blowing up on my screen lol



I am still enjoying this game and have got as far as "spider". Here are a few of my thoughts:
- Some levels are really tedious. "Metalcore" was really annoying due to:
- "Invisible bricks". These were great the first few times I encountered them, but soon , particularly on "Metalcore", it just became a grind to get through the level. They are a good idea (and I also like the orange bricks), but sometimes less is more and maybe they should be used more sparingly.
- "Slowdown" - such an annoying power-up.
- "More multiball!!!" - this should come up much more frequently :) Or even a brick that causes multiball.



Nice start! I found the intro animation a little long, especially since you can't skip it. Wouldn't be a problem except returning to the menu plays the animation too.
Also, on the "pac-mania" level, the last block had just timed out and exploded, and the game froze:




For most of the gameplay I tend to confuse X button function with that of O button, that I missed timing on using a powerup by mistakenly pressing X.
Maybe you can combine launching ball and using powerup into one O button instead. If both ball launching and powerup carrying exists it will do launching first.



@phil I replaced the invisible bricks in Metalcore. That level did end up feeling tedious. I also ended up adjusting Spider slightly, I felt there were too many powerup bricks. Chances of the Multiball dropping have been increased a bit since it seems to be popular (I can tweak this a bit if it feels like too much). I agree, the Slowdown does feel annoying playing in "Regular Mode" ;)
@Soupster I added the dev logo intro really late and tied it too closely to the title screen (to save tokens), so now you can press X to skip it. I'm not sure why the freeze happened. I've never seen that bug before. I'll try to replicate it, and see if I have an infinite loop somewhere.
@thePixelXb_ That's a solid idea, and I tinkered around with it a bit. But ultimately, I didn't feel like I had quite as much situational control. I prefer having the two functions split between the buttons.
Again, thank you all so much for the great feedback.
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