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Cosmo Sling

  • 14 Devlogs
  • 30 Total hours

Cosmo Sling is a 2D physics-based space game where the player gets one launch to reach a destination planet. The player aims and launches a spaceship, then relies entirely on the gravitational pull of randomly generated planets to curve its trajectory. The game features four difficulty modes with different numbers of planets, randomly generated levels, a hull and boundary collision system, pause and restart controls, music and sound settings, and an infinitely moving space background. I built the game in Unity and published the final Windows version on itch.io.

Ship #3

Cosmo Sling is a 2D space arcade game where players pilot a spacecraft through hazardous space, dodging asteroids, black holes, and other cosmic dangers. This submission includes both Campaign and Endless modes, multiple selectable ships, polished UI, dynamic backgrounds, and improved gameplay and visual effects.

  • 3 devlogs
  • 8h
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2h 32m 47s logged

Upgrade Devlog - #3

Just completed the game, upgraded the ui, selection of ships and a new gamemode.
i will not add anything to this game anymore. This game is complete for me.
This is the End!

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3h 0m 12s logged

Upgrading Devlog -#2

I added nebula that will come and try to block your vision. Also, i added blackhole but its not fully developed yet. You can see this perfectly timed image of the game that will show all of the upgrades

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2h 17m 5s logged

Upgrading devlog - #1

I just woke up and decided to upgrade the game and add an endless mode also. I will work on more upgrades like - mutiple ships, game control etc.

This is what has been completed till now:
Endless bg.
Ship movement by WASD.
Asteroids.

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Ship #2

Cosmo Sling is a 2D physics-based space puzzle game where players launch a spaceship from Earth and use the gravitational pull of randomly generated planets to reach the destination. Throughout development, the project has evolved from a simple gravity prototype into a polished game with procedural level generation, multiple difficulty modes, accurate trajectory prediction, dynamic gravity physics, sound effects, UI menus (main menu, settings, pause, win/lose screens), camera improvements, and WebGL support. Continuous feedback and playtesting have led to numerous gameplay balancing, bug fixes, UI refinements, performance improvements, and overall polish, bringing the game close to its final release version.

  • 5 devlogs
  • 8h
  • 7.58x multiplier
  • 62 Stardust
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2h 47m 5s logged

After first ship devlog - #4

I have successfully fixed all of the issues pointed out in the feedback. Here’s what i did:

Implemented the core gravity slingshot mechanic.
Added procedural planet generation and difficulty levels.
Improved ship launch controls and aiming.
Made the trajectory prediction smoother and more accurate.
Fixed multiple gameplay bugs (launch, collisions, UI, camera).
Added pause menu, settings, win and lose screens.
Improved audio system with sound effects and music controls.
Balanced gravity strength and gameplay difficulty.
Refined ship movement and collision handling.
Fixed camera positioning and gameplay visibility issues.
Optimized the game for WebGL and browser compatibility.
Resolved UI scaling and resolution problems based on testing feedback.
Added overall polish and prepared the game for release.

Special thanks to @PAPER_01 for following this journey and encouraging me.

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2h 59m 38s logged

After ship devlog - #2

I’ve just fixed 40% of the issues ya’ll pointed in the first ship and tried my best to work on your feedbacks.

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52m 11s logged

After ship devlog - #1
Started working on the feedback from the first players today. I fixed the difficulty system so each mode now spawns the correct number of planets, fixed the pause menu not appearing properly the first time, and stopped the win/lose sounds from repeating.
I also fixed the music and sound toggles so they stay independent and sync correctly, and optimized the gravity system by caching the planets once per level instead of searching for them every physics frame.
Still a lot more feedback to work through, but the game is already becoming much more stable and polished.
I will ship the game again after fixes and some more firey upgrades.

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40m 16s logged

Devlog – I’m Shipping Again
My first ship was sent back with changes requested because I accidentally forgot to mention my AI usage in the submission. I’ve now corrected that and am resubmitting the project with the proper information.
There is also a second Hackatime project because I changed the Unity project/company name from Cosmo Slingshot to Cosmo Sling near the end of development. Hackatime detected the renamed project as a new project instead of continuing to track time under the original one.
So the two Hackatime projects are both for the same game:

Cosmo Slingshot — most of the development time

Cosmo Sling — final changes after the rename

This is not a second game or a duplicate project—just the same project being tracked under two names.

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Ship #1

I made Cosmo Sling, a 2D physics-based space game where you get one launch to reach the destination planet. Randomly generated planets use gravity to curve your ship’s path, with four difficulty modes ranging from 1–6 planets.

The most challenging parts were building the gravity system, random level generation, keeping the game working across different screen sizes, and fixing scene/UI issues. I’m most proud of getting the complete game polished and shipped with sound, settings, pause/restart controls, and a Windows build.

To test it, download the game, unzip it, and run Cosmo Sling.exe. Click and drag to aim, release to launch, press P to pause, and R to restart anytime.

  • 6 devlogs
  • 14h
  • 5.54x multiplier
  • 78 Stardust
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3h 34m 5s logged

Final Devlog – Cosmo Sling Shipped 🚀
Today I finished and shipped Cosmo Sling!
I completed the final polish, including:
Background music and sound effects
Music and sound toggles with saved settings
Pause menu and win/lose states
Final UI fixes and screen scaling
Game icon and branding
Windows build and final testing
After fixing the last build and resolution issues, I packaged the complete game and published it on itch.io.
Cosmo Sling is officially finished and shipped!

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3h 25m 29s logged

Devlog #5 –
UI & Visual Polish
Today I focused on improving Cosmo Sling’s visuals and UI.
Added a new pixel-art settings panel.
Created Music and Sound toggles with blue/white visual states.
Improved the menu’s space-themed design.
Added an infinitely moving space background.
Fixed several issues related to camera bounds, level generation, launching, and missing audio references.
The game is now starting to look much more polished and consistent with its space theme.

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4h 8m 4s logged

Devlog #4 – Big Progress on Cosmo Sling

I completely forgot to write two day’s devlog while working 😅. I spent around 3–4 hours developing the game, so here’s a recap of everything I got done.

Project Update

Development on Cosmo Sling has been progressing really well. The core gameplay loop is now in place and the project feels much more like a real game than just a prototype.
Gameplay
Finished the one-shot launch mechanic.
Improved the aiming system with a visual aim line.
Added gravity that pulls the spaceship toward nearby planets.
Implemented procedural generation of gravity planets based on the selected difficulty.
Added random planet sizes and gravity strengths.
Added minimum spacing between generated planets to reduce overlap.

Game Systems
Added a proper Game Manager and Level Manager.
Added win and lose conditions.
Implemented a hull (health) system.
Added boundary collisions with hull damage.
Added restart functionality and pause menu.

UI
Created the HUD to display hull information.
Added Win and Game Over panels.
Added buttons for restarting and returning to the main menu.

Visual Polish
Added planet spawn animations.
Added a launch animation for the spaceship.
Added a pulsing effect to the destination planet.
Added an explosion effect when the ship is destroyed.

Challenges
There were a few bugs along the way, mostly related to script references, gravity generation, and scene setup. After tracking them down and fixing them, the project is much more stable and easier to build on.

Next Steps
The next goal is to improve the game’s presentation by adding camera effects, audio, particle effects, and a more polished background. After that, I’ll focus on balancing gameplay and polishing the overall experience before release.

Overall, today’s session was very productive, and Cosmo Sling is steadily becoming a complete and polished game.

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1h 33m 54s logged

Devlog #3 - Fresh Start
After running into a few issues with the original project setup, I decided it was better to rebuild everything from scratch instead of trying to patch things up. Along with the fresh start, I also renamed the game from Gravity Sling to Cosmo Sling—I think it fits the space theme much better.
This is also my first time working on the project again after a pretty long break, so it feels great to finally get back into development.
What I worked on today:
🔄 Rebuilt the project from scratch with a cleaner structure.
🚀 Renamed the game to Cosmo Sling.
📁 Organized the project folders for easier development.
🌍 Set up the Earth, spaceship, launch point, and core scene.
🎯 Implemented the click-and-drag launch mechanic.
📏 Added a launch trajectory line.
🛠️ Refactored the launch system into a dedicated Launch Manager for a cleaner architecture.
🧹 Fixed several early issues, including launch direction, spawn position, and ship interactions with Earth.
The core launch mechanic is now working, which gives me a solid foundation for the next step: implementing planetary gravity and procedural level generation.
Looking forward to making the first playable prototype!

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48m logged

🚀 Gravity Sling — Devlog #2
Made progress on the game scene.
Added: Earth and destination planet
Spaceship setup
Screen
Boundaries
Basic in-game UI
The game is still static for now, but the playground for the core mechanic is finally ready.
Next step: launching the ship and seeing gravity do its thing.
#gamedev #unity #GravitySling #indiedev

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30m logged

Gravity Sling — Devlog #1
Started work on a new Unity project: Gravity Sling.
Today was mostly about building the foundation. The main menu is now up and running with:
Start menu
Difficulty selection
Settings panel
Audio controls
Nothing flashy yet, but every game starts somewhere. The core idea revolves around launching a spacecraft and using the environment to reach a distant destination. I’m keeping the details secret for now because discovering the mechanics is part of the fun.
Next up: bringing the actual gameplay to life and seeing if the physics feels as satisfying as it does in my head.
Built with Unity.#gamedev #unity #indiedev #stardance #GravitySling

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