Helluva Brawl

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

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Project is completed.
Personally I think Helluva Brawl is a great and snappy title and I don't think people would be too bothered by it sounding like a Helluva Boss specific game.

I have a maybe not so snappy sounding but perhaps happy medium idea though: Hellaverse Brawl. I believe that's what they call the two show's universe combined right? It's similar to the current title, makes it clear what series it belongs to, etc. :)

For the issue with character heights, perhaps @O Ilusionista can help with this? His Avengers game features characters that are canonically much larger than the regulars, but he scales them down in such a way where they're still clearly bigger, but not game-breakingly so. He might be able to advise ways to draw/size some characters for your project in a similar way.

I definitely think it will be a case of 'honor gameplay over show accuracy' though. If the characters have to be smaller/larger than they would be in the show in order to make gameplay easier to balance and figure out then that's probably for the best :) I think people will understand that.

Hope you find a solution either way, and also hope you feel inspired again soon. Believe me, I know how total lack of inspiration and motivation feels when working with life in general OpenBOR and it's the reason I still have no public projects (and probably never will, since I more or less gave up, lol).

There's a 'helluva' lot of potential here though, honestly.
 
Just gotta hope I can make at least one complete level with a basic variety of enemies and a solid boss fight for demo purposes. Lemme know if y'all got any advice to improve/optimize my process!

Well, game development is time consuming process. It consumes even more if you produce all sprites with high detail and frame rate.
If you don't mind dropping some details, you could have enemies with less frames for each animation such as 4 frames for walk animation instead of 6, 3 frames for punch instead of 6, single frame idle using frame from walk animation etc. This will reduce time required to complete the game.
You could even have bosses act like platformer bosses in which the boss doesn't have reaction animations (pain,fall and rise). You won't be able to grab this boss sadly but at least the boss is done and fightable.
 
Hello everyone!

I know it has been forever since I last posted here, but I wanted to remind y'all that this project is STILL ongoing, it's just been really slow this past month or so.

This December, I took a break from Helluva Brawl to teach myself a new game engine - Godot for a game jam contest I wanted to participate in. Dunno if I won, but hey, I'm just surprised I could crank something out within a month with something I never had experience in prior lol.

Anyways, here's some things I wanted to excitingly share with you all:

We now have our official first boss: Vortex, the bodyguard hellhound (whom isn't exactly a bad guy, but he's got a job to do at the end of the day)


I initially created the first idle sprite, but the animations were created by a really great sprite artist pal of mine, GabrielToUp.

He also made the animations for one of the other enemies: "Tart" - a knife-throwing imp girl.

Lately, I also have given him another assignment, which is notably a huge one (which may be only one of many) where much like Vortex, I had initially designed the first sprite, but I had tasked him to create animations for as a new playable character alongside my two original characters! That character being: Millie Knolastname!

My initial sprite of her alongside her husband (also planned to be playable), Moxxie:

1705356895675.png


I cannot thank him enough for his talent and work! I would encourage you all show him attention and love if you're looking for a great sprite animator to work with!
1705356848843.png

(UPDATE) Here's a better view of some of Millie's sprites currently


I'll admit this is scary but also exciting. There's already so much work being done for this project that I can't help but feel committed, despite how much work it's going to take and god knows how long it will be until this project comes out with even a demo. Only time will tell, I suppose.

Before I forget, I AM animating Harley myself, as I do want to share the weight of the labor and get my fair share of experience with animating sprites much like how I created all of Coco's sprites.

Here's some teaser animations of his:
atk.gifwalk.gif

There's several other things I wanted to share, but they're not ready... yet.

Let me know what y'all think!
 
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Hey everyone!

I know I haven't posted here in seemingly decades BUT Helluva Brawl has anything BUT ceased development/work, it's just that IRL stuff has gotten very difficult as of recently and it was more convenient for me to share via Twitter than anywhere else for the time being.

But now I'm finally happy to share some of my current work so far on the project. Below are some Twitter videos that show a new character - Blitzo, some real stage design, and a some more unique stuff that I may not have gotten a chance to share here yet.





Hope you guys like what I've shown so far! I'll update this post later with some more content once time allows.
 
Hey buddy. About the Izuna drop, I have two tips:
- try making the falling velocity higher than the jump velocity (so it will fall faster than it jumps)
- would be nice to add some more impactful effect and the move lands on the ground
 
Glad to hear you back here MysticalMist! :D

That Tart enemy makes me think that he should walk faster similar to Joe in Final Fight 3 ;). But since he could throw knives, maybe this is good enough 😅.

As for Vortex, I have 2 suggestions to buff him which you could choose:
1. Set minimum damage before he could feel pain with defense command. Something like defense all 1 10 will make him take any hits normally but if they deal less damage than 10, he won't be in PAIN animation. This would make bullets and weak attack less effective against him.
OR
2. Set different attacktype to bullets such as attack2 and have Vortex defense against them, something like defense normal2 1 100 . With these, Vortex can be shot but he won't be in PAIN animation from getting shot. This would force players to take risk and fight him in close range.
 
Glad to hear you back here MysticalMist! :D

That Tart enemy makes me think that he should walk faster similar to Joe in Final Fight 3 ;). But since he could throw knives, maybe this is good enough 😅.

As for Vortex, I have 2 suggestions to buff him which you could choose:
1. Set minimum damage before he could feel pain with defense command. Something like defense all 1 10 will make him take any hits normally but if they deal less damage than 10, he won't be in PAIN animation. This would make bullets and weak attack less effective against him.
OR
2. Set different attacktype to bullets such as attack2 and have Vortex defense against them, something like defense normal2 1 100 . With these, Vortex can be shot but he won't be in PAIN animation from getting shot. This would force players to take risk and fight him in close range.
Awesome feedback!

Yeah, Tart is essentially the lil demon girl equivalent of Hollywood + Joe from Final Fight. I will also definitely make Vortex more tank-like, I actually think he needs to be a little more difficult to fight anyway, given how most of the cast have such a wide arsenal, and really only one character lacks projectiles so far (but compensates with high damage with his MP move), which is Harley. I'll experiment with his defense, the bullet attack types and mayhaps even play with his aggression (though I worry it may tip the scales a bit too much, at least for a first boss lol).

Thank you again for the input.
 
Hey everyone!

I know it's been a while, once again. But I've got some exciting news! I have officially released a small demo! Would love to hear back from everyone on what they think of this game's progress thus far. Thank you all again for your support as well! :)
 
What you done so far is amazing.

With regards to feedback and this is just off first glance.I feel like this guy has an attack that does a better job of hitting the player, the flying kick
The attack seen above would be better suited as an upper. You could even use that monster head at the start as a riseattack on it's own.
I feel like the attack itself take to long to get going vs the player speed.

Consider adding forcedirection -1 to attacks so enemies fall in the correct direction, adjusting the gravity would also work here to add weight to melee attacks, grabattacks, jumps and fall animations respectively since everyone seem to be going higher then what they should be.

Demo is nicely done.
 
I've tried the demo and only completed it with Blitzo. Will try with other characters but so far it's good.
I wish there would be more enemies in stage 2 but only two new ones there, excluding boss that is.

[couple hours later]

Alright, I've tried the other 4 and my comments on each of them:
- Moxxie is hard to play if you want to use his close range attacks. His run attack is slow not suitable for juggling. However, his gun shots are really strong and effective.
- Millie is fun to play both in close range attack and run attack. She can even juggle Vortex to death if you know how. Her shuriken throw is decent.
- Harley is also fun to play in close range attack and run attack. But he's not suitable to juggle enemies (hard to do at least for me). His special attack is strong and costly.
- Aba.. Coco, despite being slow, is fun to play in close range attack and run attack. He's also good to juggle enemies surprisingly, though not to death. His special attack is decent.
 
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I've tried the demo and only completed it with Blitzo. Will try with other characters but so far it's good.
I wish there would be more enemies in stage 2 but only two new ones there, excluding boss that is.

[couple hours later]

Alright, I've tried the other 4 and my comments on each of them:
- Moxxie is hard to play if you want to use his close range attacks. His run attack is slow not suitable for juggling. However, his gun shots are really strong and effective.
- Millie is fun to play both in close range attack and run attack. She can even juggle Vortex to death if you know how. Her shuriken throw is decent.
- Harley is also fun to play in close range attack and run attack. But he's not suitable to juggle enemies (hard to do at least for me). His special attack is strong and costly.
- Aba.. Coco, despite being slow, is fun to play in close range attack and run attack. He's also good to juggle enemies surprisingly, though not to death. His special attack is decent.

Aba-who?? What other player could you possibly know about that does running clotheslines, explosive muscle-flexes and jumping splashes? (seriously tho, good eye in catching the references lol)

Thanks for the feedback! I'm working on creating/spriting new enemies to add more variety.
 
I was wondering, will blood and dismemberment be added to this game?
The blood from MK would be fitting.

I'd love to do that. My only concern is that due to the storybuilding/canon aspects of HB/Hazbin, the blood would have to be different colors, depending on the enemies' species.

Ex: Hellhounds, imps and shark enemies may have black bood, BUT sinners like Coco, Valentino, Vox, etc. would have red blood.

Not that it would be impossible to pull off ofc, I'm just wondering if the most efficient way would just be to spawn different blood entities in the pain/fall animations for each enemy or something else
 
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