Devlog. Road to Alpha 2


Hi guys!

This little entry here marks the beginning of us posting updates of the development of Costa’s Classic Cosmic Pizzas. We hope that we can provide insight into the process and answer any questions or concerns that might arise. That and, of course, to convince you to follow the game!

Firstly, let's look at what’s already done.

Starting around May 2018 we've carried the game from a prototype “let’s see what can be made out of this” stage to a proper alpha version with plans of a full version release. Truth be told we still haven't completely left the prototype stage behind and keeping an open mind in regards to the gameplay, but we’re already set on core mechanics and ideas of the game. It is and will remain a treasure-hunt platformer about delivering pizza in space.

The reception was surprisingly warm. Having said that, not many people have actually downloaded the game, but those who did reached out to us and provided extremely valuable feedback! A separate thanks to BennyP who actually uploaded a video of him playing the game!

So what is it that we plan to implement in the next release?

First of all, the jumps. It has been pointed out to us, that a one-height jump is not a very good solution. Sometimes you just want to jump a little instead of the full height. A few tweaks in the code and now our pizza delivery person is able to jump depending on how long the player presses the “jump” button.

Speaking of which, a custom key binding system is now implemented. We’re trying to get rid of the Unity launcher (not that there's anything wrong with it, “it's not you, it's us”) and key binding was essentially the last step for us to do so. This also means that the amount of adjustable keys is greatly reduced to only those that will be used in the game (as opposed to a multitude of unusable keys of the Unity launcher).


Lastly, another large feature we're happy to highlight is the changes in the oxygen system. During the feedback from the first alpha it was pointed out to us that the oxygen mechanic needs work. Namely, it is more of a nuisance than a challenge. Our solution so far is to implement free refill stations, air fissures that will be scattered across the levels. Standing in those spots will slowly increase your oxygen and allow more time to explore the level with all of its quirky characters and Easter eggs.


Another change to the oxygen comes from rooms. As you might have noticed there are several rooms the player can enter. Now, when being in a room the oxygen will no longer be consumed.

All in all, we’re hoping that this will decrease the player’s dependence on vending machines in some situations. This will be replaced with some cool and rewarding bonuses like power-ups or collectibles. None of these are implemented so far, as this is something we’re planning for future releases.

The alpha 2 release is pretty close. All that remains is some testing. Having said that, we’re happy to announce that we’re on track and are able to deliver the release before the end of the month.

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