Cosmo Hammer
BURNING HOUSE
During my time making projects as part of the Gamebox online gamedev incubator, we, the Burning House team, decided to participate in the Indicator game jam focused around hypercasual games. Given a week, we decided to make a mobile game for Android. This is the story of Cosmo Hammer!
Cosmo Hammer’s synopsis is quite simple: Your Soviet spaceship is on the brink of total collapse! It’s about time you stepped in, took the hammer, and fixed it in a Sovit way—hammer down all loose bolts until they flew off and caused a loss of oxygen. The core gameplay is, as one would say, hypercasual: the player has to simply tap the bolts that are appearing on the device screen and make sure that the oxygen meter won’t run out. We had the issue that the game was way too simple, even though the dynamic of it would increase as you kept playing it. That’s when we decided to introduce different types of bolts that require different forces of hammering so they fit right in and don’t fly off.
As for myself, my personal contributions to the project were programming and directing. Features that I worked on included the flow of the spaceship with appearing objects and bolts, code architecture, and combo streaks that eventually grew into the base of the achievement system. By the way, since we’re focusing on Android as our target platform, I’ve included Google Play Games support, so you get nice achievement notifications!
The technology stack that we used included Unreal Engine 4 for code and content, Magicavoxel for 3D props, and PlasticSCM for source control, which I hosted on my home server.
Kudos for this project go to Anton Akulov, Alexander Gritsiyenko, Nikolay Schabelnikov and Nikita Veselko!