Helluva Brawl

Complete Helluva Brawl - A Hellaverse Fangame (Ver. 1.0) 1.0

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Project is completed.
Coming to terms actually, I'll admit I'm quickly having second thoughts on having uploaded the game at its stage. I didn't realize it was that painful to play, I'll eventually update the game as best as I can and try to patch the bugs and balancing issues in the long-run.
That's what beta testers are for. And it's normal that you can't see the same things that beta testers see because you work with this all the time, your eyes end up getting addicted and you know exactly what to expect from each enemy.

@Psykai knows a lot about beat 'em ups and since I've known her for a long time, I know that her last intention is to demotivate anyone. On the contrary, she usually gives a lot of support to the devs who are willing to listen. I send her demos regularly and always get important feedback.
 
Oh hon, I'm so, so sorry if I upset you or made you feel discouraged. That's the last thing I would ever want to do. As someone who struggles to feel good about themselves and their work, I'm furious with myself for not being more tactful.

The thing I hate about feedback is that it's the unpleasant things or glitches etc. that need to be reported so they can hopefully be fixed/ironed out, but then it gives the wrong illusion that there are no positives at all, especially if you fail to point out the positives, which I absolutely did. I usually prefer to point out all the things I love/like about something BEFORE I list off any complaints, bugs, etc. but I let my bad mood post in haste and frustration, and I'm really sorry for that :(

Let me be perfectly clear, this is absolutely a great game and amazing love letter to both series and there are MANY positives. It has a unique 'feel' to the gameplay that's a little slower than other games, and ordinarily I like things fast, but here it's actually a breath of fresh air and makes you feel like you have time to plan your movements a little to time your juggles more easily and stuff. The characters' overall concepts are very good and mechanically sound for the most part (things like Moxxie being able to walk and shoot, etc. are unique and fun). The characters that felt underwhelming to me were mostly kind of a performance thing - it felt like some characters just had an easier time than others, for whatever reason it may be. But that's not to say any of them are badly designed at all. And whilst I've seen the comments on itch.io complaining about the inclusion of OCs, I disagree. The OCs fit right in and both offer unique and fun playstyles. Coco was the first character I beat the game with, in fact and I had a lot of fun with him; and guess what? I normally hate slow powerhouse characters in games :) The presentation is great with the boss preview title cards and the cutscenes, and I especially love the cut-in images on super moves - it's those kinds of touches that elevate the game to professional feel. The sprite art is phenominal, seriously, all the characters look perfect. You are insanely talented here. It's a skill I honestly wish I had, as it would mean my own project might actually see the light of day, lol. Even after hearing the Alastor announcer a while back, I was NOT expecting a full voice cast for the game at all - at best I thought you'd understandably use samples from the show. Not only did you go to the effort of getting voice actors, but they all did an amazing job, with some of them almost being indistinguishable from the original VAs. It adds so much to the game, and again it shows your dedication and effort. As a side joke I do miss Millie's "B*TCH!" though xD. And of course in terms of it representing the shows, it's great. the levels are recognizable and the bosses of course look awesome. I especially loved the creepy atmosphere in Angel Dusts's stage as you walk through the room. There's a lot of fun references, not just to the Hellaverse but to beat 'em ups and such too, like the classic 'elevator before the final boss' trope :)

Something I always like to say: if I thought a game was terrible, I wouldn't bother leaving feedback, because I don't care enough. I only give feedback if a game has potential and makes me care :) It's a "Ohhhh this could be AMAZING! It's just a shame about these couple things," kinda thing. And with it being a first release, I should've taken into account that not everything would necessarily be in it's best place yet anyway. To be honest it felt so professional that I FORGOT it was the first releaseas I was playing lol😅

I totally understand the imposter syndrome thing, I've definitely felt it before, but like I said, you've got talent, and the game is already MILES better than what some people have put out on here in the past (I'm sure our friends here would agree!) and there's a reason my project (despite first being conceptualized in 2019) has never seen the light of day and likely never will, because I don't have that talent and consistently get stuck on usually self-caused bugs. I couldn't accomplish anything close to this and certainly not in the timespan either. Plus you managed all of this mostly by yourself, so please never think yourself as imposter here. 🫂

I'm seriously excited and looking forward to more from this game, if you're planning on adding more :) And I know the fans are gonna love it as the first of it's kind.

Peace and love x 💚
For sure, I really do value what Psykai had to share. I guess I just wasn't prepared for such a rocky start in general. I'm more than happy to balance out the characters and whatnot. I guess a huge part of it for me too is impostor syndrome, since I incorporated a lot of talent, not just from this amazing community, but an additional sprite animator, voice actors, etc. You guys know more about coding and what makes a good game than I do, lol.

Then again, I'm probably just psyching myself out. I just need to take notes and maintain my wits.
 
Considering this was your FIRST game, I really liked it, at times it felt a little cheap but that's my only complaint and that can be patched up no problem, I felt like I was in another world playing it,

The art style, animations and the way you coded every character to feel different was great. I will give an actual review when you've finished your patches and updates, well done @MysticalMist fantastic work.
 
Something I always like to say: if I thought a game was terrible, I wouldn't bother leaving feedback, because I don't care enough. I only give feedback if a game has potential and makes me care :)
This is exactly what I usually say when I see people being reactive to feedback (which was not the case here): If someone took the time out of their day to review something you did - especially if it's someone with experience in the field - it's a good sign and you should listen :)

Obviously you don't have to agree, but at least listen.

Because when it's a game that's just a BOR clone - which again is not the case here - people don't even waste their time.
Coco was the first character I beat the game with, in fact and I had a lot of fun with him; and guess what? I normally hate slow powerhouse characters in games
hehehe knowing you, I know that was a resounding compliment to the game :) Congratulations, @MysticalMist
 
@MysticalMist Hey buddy, I have an idea:
You could add some stats on the select screen like this - the stats of not selected characters would be semi-transparent, while the active one has bright colors.

SKILL, in this case (needs a better word), would be how hard to play is with each character.
So people could choose easier or harder charcters to play.

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@Psykai, You have nothing to be sorry for! Worst case, it was a misunderstanding at best from my end lol. That's what a lack of sleep does to you, lol. I was just worried this product came out too botched to revive. Balancing the characters and debugging should hopefully be a rather normal process for me at least at this point. Lemme know if I can bother ya for more playtesting and feedback on Discord, haha!

Thank you for your super kind and sweet words! I really appreciate it! It means a lot that you guys seem to really support my project this much!

The sprite art is phenominal, seriously, all the characters look perfect. You are insanely talented here. It's a skill I honestly wish I had, as it would mean my own project might actually see the light of day, lol.

I must say though, the spritework was also done heavily alongside a great friend of mine whom I commissioned. Without him, it wouldn't have been possible. While I did animate Coco in his entirety and most of Harley, the most I did for Moxxie and Millie were make the base sprites/reference. Same goes for Striker, Valentino, Vortex and Angel (some of them, I did partially animate, mainly walking or idle at best). Blitzo and Loona were animated and designed by him entirely. He also made and animated Velvette and Tart/Ember!! I'm surprised I even managed to survive making Vox's mech form lol.

My impostor syndrome also admittedly comes in the form of the coding, especially stuff like the slam scripts, the story system and the fundamental ones like @dasher, @leaper, etc. I just hope I credited everyone properly because I sadly am not a gifted programmer like you guys are.
 
@Psykai, You have nothing to be sorry for! Worst case, it was a misunderstanding at best from my end lol. That's what a lack of sleep does to you, lol. I was just worried this product came out too botched to revive. Balancing the characters and debugging should hopefully be a rather normal process for me at least at this point. Lemme know if I can bother ya for more playtesting and feedback on Discord, haha!

Thank you for your super kind and sweet words! I really appreciate it! It means a lot that you guys seem to really support my project this much!



I must say though, the spritework was also done heavily alongside a great friend of mine whom I commissioned. Without him, it wouldn't have been possible. While I did animate Coco in his entirety and most of Harley, the most I did for Moxxie and Millie were make the base sprites/reference. Same goes for Striker, Valentino, Vortex and Angel (some of them, I did partially animate, mainly walking or idle at best). Blitzo and Loona were animated and designed by him entirely. He also made and animated Velvette and Tart/Ember!! I'm surprised I even managed to survive making Vox's mech form lol.

My impostor syndrome also admittedly comes in the form of the coding, especially stuff like the slam scripts, the story system and the fundamental ones like @dasher, @leaper, etc. I just hope I credited everyone properly because I sadly am not a gifted programmer like you guys are.
"Too botched to revive" honestly made me laugh. Not in a cruel way, but just at how wrong it is. Botched is a huge overstatement. For a first release the game is in a great position. The things that could be ironed out are not remotely anything to be concerned about, and certainly not anything to feel like the game is 'dead' or in need of revival, though I can completely understand the spiraling that might lead you to feel that way. I'm sure I'd do the exact same tbh. I can only HOPE my game releases with as few/minor issues someday ^_^. And trust me, I expect far more complaints from my project due to A: my lack of experience, and B: my... 'creative' approach to movesets, lol. And yes, I can confirm that (thanks to Ilu fixing my biggest bug today) my project is back on too. So it's time for me to spend months to accomplish things you probably accomplished in days/weeks ;) It'll take me that long to do one stage probably, plus more than one playable character.

I would absolutely be honored to playtest future stuff for the game. Never be afraid to approach me for that (and I will try to be more gentle and constructive with feedback in the future 🫂)

Your friend did amazing too then :) I see their first language isn't English, so please pass that along to them if you can - credit where it's due and all that. Still, your own characters and base work are still great (I remember the early concepts for Millie etc and how excited my Millie fan friend was when I showed her).

Coding is a nightmare for sure, especially throw-related stuff. I'm lucky that in my game characters can't actually grab anything, lol, but there will be exceptions probably. I have a boss that's supposed to be able to grab the player but whether I'll actually go to that effort or not I don't know, lol. I was impressed by Valentino's grab slam move 'cause I know how hard that stuff is to do (I have never managed to make anything like it). @dasher is indeed a great one that I use a lot :D Came in handy for a certain blue pony if you catch my drift, heheh.

Are there plans for Hazbin playables in the future? I know Angel Dust was on the cards at one point but I dunno if that's still the same. I imagine Vaggie would be a fun/easy one to do since she could use her spear in various ways. Charlie feels like a 'should be' but at the same time god knows what she would even do, lol. Husk I guess could do Wolverine things. Alastor could do anything I guess but maybe it would diminish his announcer role if he was playable too. I'm just curious where you might take the game in the future, I guess ^_^

Speaking of the future; are you planning on updating in the near future (whether it's just bug/balance fixes or whatever)? If not for a while then I will record a video playthrough ASAP :) I meant to do one already but got distracted with other things.
 
I decided to just do it :)
And yes, I complained about Millie and now she's my main. What of it? 😭😂🤣
I also streamed for my friend the other night (who's a Millie fan) and at several points throughout she said "they did such a good job, wow." And she kept pointing out references and things I hadn't even noticed, such as certain characters' vehicles in the background and stuff that I wouldn't have recognized.

PS: My other friend who is a Stella apologist wants to know when we can beat the sh*t out of Stolas 🤣 And my other friend who's in love Stolas wants to know when she can play as him. xD
 
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Hey guys!

I meant to respond to everyone earlier, but thank you all so much for your ongoing support and very kind words! Love to see that you've came around with Millie @Psykai, I think she's arguably one of the strongest characters out of the I.M.P. thus far, still needs some tweaking and balancing though. Especially with certain juggling exploits I've seen players use. I will definitely keep you updated with future playtests and would love to hear more from you!

As for future Hazbin additions, I certainly do plan on making unlockable/secret characters for fun, depending on how far this project can go.

I'm really relieved to see the overall optimistic feedback and I certainly agree with what @O Ilusionista mentioned, I appreciate the time and detail your critiques have to offer.

As of now, I'm just kinda stressing myself out over one of the biggest glitches thus far, which is the scrolling text/credit issue that's been seen in just about every gameplay video of the first release. After that, I think everything else should go fairly well.

Stay tuned and feel free to mention anything else you noticed or what you'd suggest! Thanks again, everyone!
 
(I copy-pasted this statement from my Twitter but I thought it was important to share here too.)

First and foremost - Thank you EVERYONE whom has not only contributed to the development of the game, but also played the game as well!
That being said, a lot of bugs and critiques have been acknowledged since then. One of the biggest ones? The ending text and credits, which I'm sure you've heard me talk about endlessly.

Moving beyond that, here's my outline for the next few minor updates (though I cannot guarantee when they will be out):

- Buffed player damage and abilities

- Better understanding of how to play

- Proper enemy balance

- Potentially better designs for current enemies

- Less damaging and punishing juggling from enemies

- No more infinite juggles

- Improved, higher-quality sound (the bitcrushed sounds were initially intentional to make it more like a fun retro game, but unfortunately it was much more uncomfortable on the players' ears than expected.)

- Soundtrack changes/improvement

Please do share your comments and observations, have I overlooked anything else regarding your concerns.

I do plan to add major updates, especially unlockable characters from the canon Hellaverse (including some of the bosses), or alternate stories/campaigns.

However, I do also hope to move forward with other projects as well, including indie/original ideas of mine and possibly more fangames to expand my work.

Thank you all for your patience and support guys, couldn't have done it without y'all.
 
Hey everyone!

Wow, it's been a while since I posted an update here, but I figured it was overdue enough as it is. I've finally broken out of a brief hiatus (that I used to make a small game jam entry for another fandom with different software) to continue progress here.

So far, my current progress so far has been on playable, unlockable boss characters, such as Striker and Poisoned Dust. I still need to catch up with better sound quality (especially the voices, sorry for slacking on that lol). My outline from my previous post remains the same for the most part.

A recent hurdle/concern of mine has kinda snuck up on me, though. As of writing this post, Hazbin Hotel is coming out with a Season 2 and some of the major villains have been introduced with new abilities and powers that my game doesn't address due to the fact that canon knowledge of them was limited to only Season 1 at the time. Hopefully, once that season drops and I take the notes necessary, the game will be up to date, and I won't have to remake anything significant. Or at least I hope I finish this update strong and can let me move on to other ambitious projects in mind comfortably.

A big example of this is Velvette, who now has some sort of magic bow and arrow and a "battle" outfit of some kind too, whereas in-game, she has her standard outfit and just throws potions from afar whilst being reinforced by two machine gunners. So, I gotta commission my friend for new animations of her soon before people start chastising me for not having an accurate portrayal of the V's, even for a fangame. Vox and Valentino are having a similar discussion. That being said, I won't be discouraged and keep working at it.


Anyways, I'm hoping to become more active on this forum once again and share even more content in the near future. Thanks again for the support, everyone!
 
Hey everyone,

Don't really have anything interesting to post yet. But at least Sallie May, thanks to my good friend whom I commissioned like crazy for the sake of this game, is now in development as we speak, one of the many unlockable playable characters upon beating the main game whenever this update finally drops. I have some rather ambitious plans in mind, like summoning a relentless hell-hog stampede (ft. a mock-up of said stampede).
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That being said, I'm so eager to not only post more updates/work-in-progress stuff, but also just to FINISH this release in general because man, I have other projects in mind and/or on the side that I wanna catch up on. Multi-tasking in Game Dev was ... probably not a smart idea, but I'm sadly more impulsive than I let on. Sadly, there's only so much steam/morale you can have on a fangame for so long. At the end of the day, all I can say is that I just want this to be good.

Lemme know what you guys think. I hope to update you guys soon with some footage of her in action.
 
Magnificent work on the sprites and this bodes well for the future.

It's common to have a multitude of ideas and projects in mind.
What you need to avoid is burnout, and above all, prioritize your health ;)


Honestly, this can't be any truer, burn-out and depression... it does take a toll, not gonna lie. I still can't forgive myself for letting that horrific credits/scrolling text glitch get through. To say that's gonna be addressed and revamped entirely is an understatement at this point.

I also wanted to reach out to y'all the community, for those interested in contributing, collaborating, and/or playtesting. I cannot stress how much I would love more artists/sprite artists/animators so I don't run the risk of overwhelming my good friend. Plus, you guys definitely helped me salvage Harley's look before he was even fully developed in-game, lol. So if anyone wants to volunteer or has commissions open for sprite art/animations, let me know!

Also, I may consider sharing certain aspects of canon Helluva Boss/Hazbin Hotel things here that I wanna incorporate or acknowledge and see what would be the smartest, if not the most efficient, way of addressing it since I'm not the only person who has probably had to see certain things of a certain show/media and wrap my head around how I'd incorporate it into a sidescrolling brawler genre. As of writing this, Season 2 of Hazbin has two more episodes left and already, I've gotta think on behalf of both a general OpenBOR gamer and a fan of the show in terms of developing this as it goes... 🥴
 
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