Hypercosmic Rebound
A downloadable game for Windows and macOS
Hypercosmic Rebound (HCR) is a manic arcade-style bullet hell space-shooter set in a flashy cyberpunk world. You play as Plutonia, a spunky runaway girl who needs to blast away hordes of robots and dodge swarms of bullets to escape her city.
(This game is currently in a sort of demo phase and only has 1 stage, but I plan to add more soon! Make sure to follow my Itch page if you want to know when I update the game!)
Bounce Back!
Utilize Plutonia's special Rebound maneuver to ricochet off enemy bullets with a satisfying bounce - get bigger rebound chains to build up a power multiplier that increases your attack power and score!
Adjustable Difficulty
Never played a bullet hell before? Or perhaps you're a seasoned shmup veteran? HCR has you covered with a range of difficulty levels that change your life and continue counts. Freeplay mode allows you to play with infinite lives, so even newbies to enjoy the thrills of hardcore bullet hells. But if you're looking for a gauntlet, go for a deathless run in Hell mode!
Controls and Guide
- Arrow Keys - Move around
- Z - Fire your weapons. Hold down for automatic fire.
- X - Spin. Move while pressing to do a short invincible dash. Spin into a green bullet to begin a Rebound.
- Stages of Rebounding:
- Parry - Spin into a green bullet and keep holding X to begin parrying it.
- Aim - While parrying, use the left and right arrow keys to move the red aiming arrow to point in the direction you want to be flung (remember to keep the spin button (X) held down).
- Rebound - Release X to be flung in the direction you are aiming. You still have some degree of control with the arrow keys during this state.
TIP: Rebound in the direction of other green bullets, then spin again to chain a consecutive rebound. The higher your Rebound combo, the bigger your attack/score multiplier at the end of the chain.
- Cancelling rebounds:
- Got no safe area to rebound into? Simply press the shoot button (Z) to cancel your Rebound. Your chain will end, and you can once again fly around freely.
You got somethin' to say?
After you've played, please take the time to fill out this feedback form to tell us how much you love or loathe HCR! (Preferably not the latter)
If you encountered any bugs, feel free to let me know in the comments or mention them in the feedback form.
Credits
HCR was my final major college project in UAL Games Design while I studied at ELAM college. I directed the team, which consisted of four of my awesome classmates who acted as freelance artists during the project.
- The Team Instagram Page
- Programming + Design: Niblet (Amin Khan)
- Character and Enemy Design: M.artguy (Darwin Calderon)
- Environment Artist: Oliwia Siemion
- UI Artist: Angelica Low
- Logo Design: Nam Nguyen
- Music: sawsquarenoise (used under CC BY 4.0 attribution)
- Made with the Unity Engine
Other miscellaneous assets used are listed in the game's credits.
Go for broke, and good luck! (You may need it...)
Status | In development |
Platforms | Windows, macOS |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Niblet |
Genre | Shooter, Action |
Made with | Unity |
Tags | 2D, Arcade, Bullet Hell, Cyberpunk, Difficult, Pixel Art, Retro, Shoot 'Em Up |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard |
Accessibility | Interactive tutorial |
Download
Click download now to get access to the following files:
Comments
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Good game.
Parrying does take some time to get used to but once I have gotten used to it I felt very motivated to try to get a high score. I like to difficulty and would just like to see more levels.
I played through the demo level and took the survey. I don't want to come off as too negative so first of all, I think this has good ideas for a bullet hell shooter. My main critique is that the rebound system feels like it's punishing me for using it. It's hard to time and all I get for it is flung into more bullets. I don't get invincibility or some kind of power up. I get a score multiplier but a casual player doesn't care about that. Using locks out out of using the dash for a period of time.
Also since you are using Unity and in your credits you don't list this under the packages you are using, have you seen:
https://assetstore.unity.com/packages/tools/bulletml-for-unity-16206
Might be useful to you.
When you rebound, you actually get an attack boost that scales with the more rebounds you chain together. Sorry that probably wasn't very obvious, but I plan to add more visual flare so players can actually tell when they're powered up, currently it just shows as a little number in the corner. You're meant to utilize those power-boosts to take down tougher enemies faster.
Thanks for the feedback, and for the asset link. I think I've heard of it before but I'd rather stick to the system I created as it allows me to have more low-level control of what can be done with bullets in the game. Plus, I wanted to challenge myself more as a programmer. (and I don't really wanna spend any money lol)