Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

Cosmo Myzrail Gorynych

A member registered Jul 03, 2016 · View creator page β†’

Creator of

Recent community posts

PARRRTY TIIIME πŸ’€πŸ’€πŸ’€πŸ’€ Hell yeah!

Ok. I'm currently optimizing collisions in my engine, so it should be much faster the next time.

The game can be downloaded with the app and be played offline. My editor can't pack games to executables yet Β―\_(ツ)_/Β―

Well, it seems that there is still a limit to browser speed. :c

I checked the issue and it is mainly because of collision checks (there are too many itty-bitty tiles that should be calculated) and some advanced AI magic. It is indeed more applicable to the second level than to the first/third.

Also it seems that Chrome runs the game faster than Firefox.

It is not that often that you find strategy games or TD at game jams, and your entry is a really good exception! One of the best entries for this game jam imho :)

It is quite a good entry with nifty effects, nice SFX and overall graphics. I would like to see more patterns in enemy movement and spawn locations to strengthen that arcade feel. For now, there are so much enemies and it is sooo unordered that you don't focus on enemies at all, but on trying not to die.

In short: messy. Bad onboarding, tons of things throwing at you at the very first seconds of a play session, an intro text that makes no sense in terms of both the gameplay and the theme.

But if refined, this game may be a good thing to sell (and buy).

Switching between characters turns into skill, but I feel that it would be better if their abilities were recombined into one character with both grappling hook and jetpack as this "skill" is eaily achievable in one minute. The rectangle just makes no sense as it is slow, is a big target, and weak at the beginning.

Another bad thing about characters is that if one of them dies you a) lose its abilities; b) lose its weapon, if any and c) lose ability to move in many ways, which does make the game fun and, well, you can't do much with the circle only.

SFX and music are great.

Ah, and you should add borders to the room as you can't tell where is the end of it while playing in fullscreen

(2 edits)

It reminds me the classic Snake game as enemies spawn faster and faster when you eat these... squares and it gets harder to manage this tail of blue guys.

This game lacks dynamism as everything feels laaame... Tweaking spawn rate, movement and reload speed can help it. Also, different enemies with distinct movement patterns could spice the things up.

Regarding randomness, the use of such could be better, as I continuously bump into enemies that spawn right in front of me, without any chance to survive this collision.

The hardest thing is not to crash into the hostage xD

Thank you for playing! ^-^

XD Glad you like it!


I unlocked both endings ^-^

Yes, it did, and it is here:

Thank you for playing! Whew, I was very nervous about the game engaging a player in the late game.

As quite many people now tell me about red mushrooms, I wonder why didn't I come up with this simple idea before :/

The lake is designed to be both a source of life and to be the biggest trap. Wolves always spawn off the screen, but they are more likely to spawn around the lake. So maybe you got the most unfortunate night and wolves squeezed through your wall :) The best strategy in this game is to plant resources all over the map and not to sit on one place.

Or maybe the monster of the dark ate you right after your campfire ran out.

I think I will make a little update to this game, but after the voting process of Mini Jam.

I'm a Linux user; maybe you updated just Windows downloads??

And regarding voiceover, I'm not a native English speaker and when I heard the first part, I quickly turned into "meh whatever" mode thinking that there will be just a plot info, so I missed the whole speech πŸ˜…πŸ˜‚ Still audio cues helped to learn about scanning right in the game.

I don't even know how to rate it :c There isn't much work there to somehow evaluate this entry.
And for some reason I started without a gun?? I thought that you can jump on enemies or make them shoot each other, but was smashed. Then I randomly pressed any buttons on my keyboard until I got the gun .-.

That's a nice idea on replayability! But it can turn into a negative loop, making every run harder if you don't regrow the environment quickly. Tricky, but still a good suggestion.

Wolves were made as an inevitable danger on purpose. I thought about taunting them with food or stuff, about an end game where you, e.g., find a flare launcher (I guess that's how it is called?) to be saved, but unfortunately I didn't came up on how to add this end game without making replays extra short once you find out how to do it. Maybe next time!

You're probably talking about something like ct.mouse.insideCopy, as type-wide checks would better serve for gameplay elements and not UI :) I'll add them in a future release.

For the current and upcoming versions, there are methods ct.u.prect and ct.u.pcircle. You can pass mouse coordinates and a copy to them, like this:

if (ct.u.prect(ct.mouse.x, ct.mouse.y, this)) {
    if (ct.mouse.pressed) {

When I need to check against all the copies, I make a fake object for and check for collisions. This is quite a hacky way to do this, though:

var hit ={shape: {
    type: 'point'
}}, ct.mouse.x, ct.mouse.y, 'Enemy');
if (hit) {
   // Do something with an enemy under the cursor…

This is a good idea for a community module, as it is not that hard task

I'll work on particles after I add a WebGL renderer. And particle.js is a bad library when it comes to games

Meh, that was strange. There is a negative loop with smashed eggs, which in some levels leads to situations where you either finish a level quickly or hardly finish it at all.

And this game needs some kind of progression, I mean new features appearing on newer levels. Like portals, hehe.

Graphics are good, there is music and sounds (which is rare), the art direction is nice (though dark semi-transparent icons on buttons surely were a mistake), but the long-term gameplay is quite questionable.

The basket's speed seems ok to me.

This was cool! Indeed it needs more levels and some SFX

Sacrificing carrots to resque others by smashing rats... or kittens?

It's a very cute game!

Nice and minimalistic. Reminds me of an old, really old arcade game where you should defend cities from constant nuking.

Nice idea, though some things are not that intuitive. I realized that I can scan people only on the third try, and that I can move on the 4th run. Also aliens stood there after being killed, blocking  bullets and other people/aliens.

(1 edit)

There is some work done towards solving these issues (better DB for future syncing, better Notebooks, etc.), but they will come in the v1.0.0 which will release, I hope, the next month??

Automated software tracking is not that easy and can barely fit in the future Cosmic Everyday. This might be never implemented.

For integrations and API, I need an approximate list of API possibilities or some use cases of utilizing such API. Like, which data should it use, how it will interact with Cosmic Everyday or how it will embed into CE. "An API should suffice" is a too vague statement Β―\_(ツ)_/Β― And I can't come up with anything except Google Calendar integration or something way too out of scope, like syncing Notebook cards with CRMs or stuff.

(1 edit)

I made a trailer, bc hell yeah! Still this isn't a short game so it might be useful.

See this topic for PDF and FOSS.

It would be nice if on the calendar if I clicked on the card shown on the date, it would jump to the card.
Also could be useful to write notes on the calendar or create a card from the calendar view  or connect it to google calendar.

I'll try to do it soon. Google Calendar integration will take a lot of time and will possibly be released much, much later. Anyway, these are features that I would like to see in my notebooks as well.

It would be cool if I could import an image into the sketcher, or change the background to like a grid or something.

Sketcher needs to be reworked, and I plan integrating it tightly with notebooks, as a tool to add a drawing to any card. It won't be a separate tab in Cosmic Everyday in this case.

What does the "here" and "there" button do?

They are pagination buttons. If there are too many cards in a jumble, they are split into pages.

I'm not exactly sure what jumbles are for, they seem to have a lot less features then regular cards.

Looking back at Cosmic Everyday now I think that Jumbles need to go away as a redundant feature, but regular kanban notebooks can benefit from jumbles too if the features of jumbles were integrated into kanbans, like multi-column sections and click-and-run for attached files and links. If you add a file to a jumble now, a card will become a clickable button that opens its file. If it is an executable one, it will try to launch it too.

I agree above with allowing us more icons

There are two options:

  • either add more default icons (you tell which), as custom ones will not blend into CE, it will add unnecessary complexity to CE, and, heck, have you ever seen an icon uploader for such labels anywhere?
  • or use emojis, 'cause why not. If using something like twemoji, emojis can completely replace the existing icons and give a uniform look and feel across all platforms. Noting that almost everyone uses emojis nowadays, it is a good option.

Hey softsound,

Thanks for reporting, but I need more info about the PDF issue: your operating system and desktop environment (if on linux). Anyway it should work as is and the exporting process is not what I can fully control, as this is a standard webkit feature. Also,

I just wanted to confirm that feature was working

I'm not sure I properly understood it. Did this feature worked for you before? Try exporting PDFs under a different name, or inside a folder that should have access allowed for apps in sandbox and stuff, e.g. in your documents folder or on desktop.

As of FOSS and Patreon, I'm not sure about the first one, but planned to launch patreon page, mainly for supporting another my project ct.js. Still I could use some help (I mean in developing) in both of these projects

It is implemented in my dev branch, though in a quite basic form. Its API is pretty similar to ct.mouse. Await for a new release.

I'm currently working on an integrated debugger for ct.js games that will solve a problem with numerous tabs. Aaand it is also handy as is.

After thinking about it I removed terser and added google-closure-compiler-js again. It has been packing ct.js itself for a long time, so I think it is quite production-ready. (There is a LOT of JavaScript in ct.js, including 3rd-party libraries.)

My games and ct.js demos also turned out to be fully working if compiled to ES5 and compressed with its tool. It will come out this week, I think. There is still some work with internal game debugger and packing awaiting.

(1 edit)

There are no tutorials for platformers yet, but the source code of this demo is bundled with ct.js. It is in the `ctjs/examples` folder and is called as `catformer.ict`. Feel free to dig into its code and ask any questions here or at ct.js forum.

Now showcasing tilesets and collision handling with tiles. This functionality will come SOON with the next ct.js version.

Wow :) Good luck! And the hotfix is live and is available on atm

Technically it is just UI not refresing =) Fixed; the release will come in about an hour, I guess

Seems that I'll need to release a hotfix earlier than I thought .-. Some tiny things got broken after introducing git-friendly projects, but are invisible in existing projects.
This one is fixed, await release

It starts today and ends on Monday.

Good news: yesterday I managed to create a tiled editor on the ct.IDE side. It still needs more code to be exported and drawn, but looks like it will be released quickly.

This is out of scope, at least for now.

You can use any js libraries with ct.js, though, so I would recommend searching to existing solutions and including it to your ct projects. For example, this is a browser-side library by After getting the library you create a folder called `include` in your project's folder (like `ctjs/projects/fancyGame/includes/`) and put the library here. After this, put a <script> tag to your game code with a module called `akatemplate`.

Another way to include a library is to paste it to the Scripts section at the Settings tab.