MysticalMist
Active member
DISCLAIMER: This is a work-in progress fangame set in the Hazbin Hotel/Helluva Boss universe. Helluva Boss & Hazbin Hotel belong to Vivienne "VivziePop" Medrano. I do not own the rights to her IP, this is merely a parody game that is non-profit and free-use.
Hey guys! MysticalMist here!
For past few months or so, I've brewing a new fangame idea in my mind so I could work with OpenBOR and create something a bit more ambitious, polished and 10x better than my last game - "Sonic's Splatterhouse". Since I'm finally done with College, I started to try and get my feet wet in at least planning out, conceptualizing and designing some stuff. Everything presented here is still a heavy work-in-progress and subject to change. I'm just looking for feedback or support, maybe hopefully rope in some interest and create a small dev team for this project if anyone would like to help me out! So feel free to check everything out below! It's not everything that's been in the drafts for the game, but I believe this should help create an idea as to what my plan is.
This is a game that takes place in the Hazbin Hotel/Helluva Boss series, a popular animated series on Youtube that I've taken a liking to for the past few years now. However, this is going to involve some original characters, most notably the protagonists - Coco and Harley, though canon characters will still play a role throughout the experience. The gameplay and pacing is going to be based around Final Fight or Streets of Rage, maintaining the essential, yet classic control scheme and feel, keeping things simple, yet fun and challenging.
THE STORY
Hell was a place of many injustices that were seldom met with justice. Crime, civil war, torture, and violence were daily occurences in Pentagram City, the hot-spot of Eternal Damnation.
One of the many Overlords, Valentino, the owner of Porn Studios, pimp, and sex trafficker, has recently snatched a handful of new "workers". Among the victims was a popular "ring girl" model for a recently-famous arena - Toni. This establisment was ran by a successful, former professional wrestler and fighter - "Coco".
As he saw one of his most valued and well-respected employees be dragged away into an unknown limousine, the former wrestler was fueled with rage and disgust that surpassed the very flames of Hell itself. Quickly thinking, he formed a search party of powerful, trustworthy fighters to take on the very impossible. All everyone knew was that...
This would be one helluva brawl....
COCO


A denizen of Hell, he held a successful career in his human life as a professional fighter and pro-wrestler. Even after death, Coco does what it takes to be the champion of the ring. His brute strength and athleticism should not be taken for granted. Coco is willing to risk his life and business to defend the ones who have helped him achieve his goals, especially as Valentino's captive happened to be a popular ring girl for his arena. The mayhem he plans to cause would serve as a message to all in the underworld: no matter their might and power, Coco is not one to be messed with.
Base Combo: 2x chop strikes, cross punch, sidekick
Standing Jump Attack: Standard jump-kick (or a dropkick as well)
Grab Combo: Three consecutive headbutts
Front and Rear Throw: Suplex Slam (think of Haggar from Final Fight, can also walk when grabbing)
Jump Attack 1: Dropkick
Jump Attack 2: Frog-Splash
Run attack: Clothesline (think of Abadede's clothesline)
Defensive Special: Explosive Flex (Again, more or less Abadede's breakout move from SOR2, will cost health)
Offensive Special: Superman-Punch (a flying lunge with a punch, also costs health)
Unique Move: (MP cost: 25%) Lightning Belch (open his mouth and spews an energy-ball projectile that stuns with a good deal of damage but can move slowly)
Ultimate Attack: (Unique + Special) Caco-tatsrophe (like Lightning Belch, but larger, deadlier and costs multiple hits and will continue to move until off-screen)
Species: Sinner (Cacodemon Variant - based off the Doom 64 variation)
Origin: Pentagram City (Former Human)
Power: o o o o
Reach: o o o o
Speed: o o
Jump: o o o o
Technique: o o
HARLEY

(NEW DESIGN - 8/6/23, special thanks to @hbdhl to revision help and feedback.)
(Note: Sprite on the right is his updated design, left one was first draft more or less but I didn't like it that much)
Harley is the last master of "Penta-Palm" alive. His style has been illegal for its use of Angelic power, and condemned throughout Hell's history, thus forcing him into hiding in order to stay alive. One of his only friends, whom ironically was not afraid to make a scene, Coco, has called upon his help. Harley saw this as an opportunity to finally put his rigorous training and deadly fighting style to good use. Despite seeming to be a mere imp, his skills make him a one-man army against even the most powerful members of the Underworld.
Base Combo: 2x palm strikes, elbow strike, back-kick
Jump attack (Static): Split-kick (Ex: Adam's split-kick from SOR4)
Jump attack (forward): Flying overhead kick
Jump attack 2: Tail Spear (jabs diagonally downward with his spade tail)
Run Attack: Flying Kick (multiple hits, stuns)
Defensive Special: 360 Sweeping Kick
Offensive Special: Seraph Bomb (Explosive Backfist)
Unique Attack: Penta-Palm Death Blow (50% MP cost)
Ultimate Attack: (Unique + Special) Blinding Light (think of Orochi's bright light attack from KOF '97, wings forming around him Rock-Howard style)
Species: Imp
Origin: Wrath Ring
Power: o o
Reach: o
Speed: o o o o o
Jump: o o o o
Technique: o o o o o
(more characters soon, these two are the main protagonists so far)
EXTRA ART/CONTENT:
Verosika's Nightclub Stage-WIP with Coco and Harley's idle sprites in there for size reference
Easter Egg idea: Ray Gun Weapon from COD Zombies (sorry, it's a childhood classic for me and I couldn't resist lol <3, I used Axel's sprite for size ref when I initially designed Coco so that explains why you probably see him vaguely)

Basic weak enemy/thug imp concept sprite:

Incubus enemy WIP using Tiger from SOR3 as a heavy reference/base;

Enemy concept art/doodles from an awesome friend of mine:

UPDATE LOG (September 22nd, 2023)
Regarding current development process / Animations / Sprites / HELP WANTED
Hello everyone! I know it has been forever since I last updated this thread. I assure you, I am doing my best to keep this project accelerated as best as I can, though IRL issues and obligations have been getting in the way.
I was hoping to dive into coding/getting some stuff implemented into OpenBOR for at least test builds and starting to make something playable before the end of September, however time moves faster than I thought and I have only been able to create more sprites for Coco and only "finished" (knocking on wood) enemy sprite sheet (that being Diamond - the incubi kung-fu enemy edited from SOR3's Tiger). I'll admit impostor syndrome is kinda eating at me a bit since even though I'm at least hand-drawing Coco's sprites, Diamond is not subtle in terms of reference and how much I used Tiger as a base, haha.
Below is some work I have done or am doing currently of Coco:
(Special thanks to @hbdhl again for feedback and revision help.)

Coco's suplex, Mike Haggar-style! Diamond is used for reference.


Coco's running clothesline + running animation

Coco's jumping splash

Coco's dropkick (not his only frame, but I don't have a good demo gif for his animation yet)
I do have his jumping animation too, but I feel like it would be a little awkward atm if I tried to make a gif demo, but I may add it later if I so choose.
As for the remaining "essential" animations, I would say that my priorities are his piledriver, hurt/falling, lightning belch and defensive special would make him suitable for at least a future demo build. I'm trying not to overwhelm myself too much by adding in the ultimate or offensive specials before coding, so I can have something to show at least and create more excitement or gain more attention hopefully with even just a bare-bones demo. Though i am not an experienced game animator, so my workflow could be reconsidered to be quite honest, I am open to criticism if it means a better product and a better development process.
As for Diamond, here is a sprite sheet of his current frames so far.
It's moreso a work in progress, but the time it will take to catch up on adding his wings + tail to the rest of his frames would be seemingly seconds in comparison to everything else. I also added design variations for different incubi enemy types.

Here is also a conceptualized animation for one of the incubi's attacks (tragically inspired by my least favorite scene in the entire HB series)

I also have created a small Discord server for in regards to development of this fan project, however it is very small and unfortunately doesn't have much activity, although it does serve nicely as means of archiving ideas, concepts, work, etc.
I wish I had more to share, I hope to get more time in between my work, other projects and IRL obligations to bring more development info and perhaps get all of this stuff into OpenBOR, where the fun really starts!
Let me know what you all think! I'd love to hear back from or collaborate with other OpenBOR devs/sprite artists as well.
Hey guys! MysticalMist here!
For past few months or so, I've brewing a new fangame idea in my mind so I could work with OpenBOR and create something a bit more ambitious, polished and 10x better than my last game - "Sonic's Splatterhouse". Since I'm finally done with College, I started to try and get my feet wet in at least planning out, conceptualizing and designing some stuff. Everything presented here is still a heavy work-in-progress and subject to change. I'm just looking for feedback or support, maybe hopefully rope in some interest and create a small dev team for this project if anyone would like to help me out! So feel free to check everything out below! It's not everything that's been in the drafts for the game, but I believe this should help create an idea as to what my plan is.
This is a game that takes place in the Hazbin Hotel/Helluva Boss series, a popular animated series on Youtube that I've taken a liking to for the past few years now. However, this is going to involve some original characters, most notably the protagonists - Coco and Harley, though canon characters will still play a role throughout the experience. The gameplay and pacing is going to be based around Final Fight or Streets of Rage, maintaining the essential, yet classic control scheme and feel, keeping things simple, yet fun and challenging.
THE STORY
Hell was a place of many injustices that were seldom met with justice. Crime, civil war, torture, and violence were daily occurences in Pentagram City, the hot-spot of Eternal Damnation.
One of the many Overlords, Valentino, the owner of Porn Studios, pimp, and sex trafficker, has recently snatched a handful of new "workers". Among the victims was a popular "ring girl" model for a recently-famous arena - Toni. This establisment was ran by a successful, former professional wrestler and fighter - "Coco".
As he saw one of his most valued and well-respected employees be dragged away into an unknown limousine, the former wrestler was fueled with rage and disgust that surpassed the very flames of Hell itself. Quickly thinking, he formed a search party of powerful, trustworthy fighters to take on the very impossible. All everyone knew was that...
This would be one helluva brawl....
COCO


A denizen of Hell, he held a successful career in his human life as a professional fighter and pro-wrestler. Even after death, Coco does what it takes to be the champion of the ring. His brute strength and athleticism should not be taken for granted. Coco is willing to risk his life and business to defend the ones who have helped him achieve his goals, especially as Valentino's captive happened to be a popular ring girl for his arena. The mayhem he plans to cause would serve as a message to all in the underworld: no matter their might and power, Coco is not one to be messed with.
Base Combo: 2x chop strikes, cross punch, sidekick
Standing Jump Attack: Standard jump-kick (or a dropkick as well)
Grab Combo: Three consecutive headbutts
Front and Rear Throw: Suplex Slam (think of Haggar from Final Fight, can also walk when grabbing)
Jump Attack 1: Dropkick
Jump Attack 2: Frog-Splash
Run attack: Clothesline (think of Abadede's clothesline)
Defensive Special: Explosive Flex (Again, more or less Abadede's breakout move from SOR2, will cost health)
Offensive Special: Superman-Punch (a flying lunge with a punch, also costs health)
Unique Move: (MP cost: 25%) Lightning Belch (open his mouth and spews an energy-ball projectile that stuns with a good deal of damage but can move slowly)
Ultimate Attack: (Unique + Special) Caco-tatsrophe (like Lightning Belch, but larger, deadlier and costs multiple hits and will continue to move until off-screen)
Species: Sinner (Cacodemon Variant - based off the Doom 64 variation)
Origin: Pentagram City (Former Human)
Power: o o o o
Reach: o o o o
Speed: o o
Jump: o o o o
Technique: o o
HARLEY



(Note: Sprite on the right is his updated design, left one was first draft more or less but I didn't like it that much)
Harley is the last master of "Penta-Palm" alive. His style has been illegal for its use of Angelic power, and condemned throughout Hell's history, thus forcing him into hiding in order to stay alive. One of his only friends, whom ironically was not afraid to make a scene, Coco, has called upon his help. Harley saw this as an opportunity to finally put his rigorous training and deadly fighting style to good use. Despite seeming to be a mere imp, his skills make him a one-man army against even the most powerful members of the Underworld.
Base Combo: 2x palm strikes, elbow strike, back-kick
Jump attack (Static): Split-kick (Ex: Adam's split-kick from SOR4)
Jump attack (forward): Flying overhead kick
Jump attack 2: Tail Spear (jabs diagonally downward with his spade tail)
Run Attack: Flying Kick (multiple hits, stuns)
Defensive Special: 360 Sweeping Kick
Offensive Special: Seraph Bomb (Explosive Backfist)
Unique Attack: Penta-Palm Death Blow (50% MP cost)
Ultimate Attack: (Unique + Special) Blinding Light (think of Orochi's bright light attack from KOF '97, wings forming around him Rock-Howard style)
Species: Imp
Origin: Wrath Ring
Power: o o
Reach: o
Speed: o o o o o
Jump: o o o o
Technique: o o o o o
(more characters soon, these two are the main protagonists so far)
EXTRA ART/CONTENT:
Verosika's Nightclub Stage-WIP with Coco and Harley's idle sprites in there for size reference

Easter Egg idea: Ray Gun Weapon from COD Zombies (sorry, it's a childhood classic for me and I couldn't resist lol <3, I used Axel's sprite for size ref when I initially designed Coco so that explains why you probably see him vaguely)

Basic weak enemy/thug imp concept sprite:

Incubus enemy WIP using Tiger from SOR3 as a heavy reference/base;

Enemy concept art/doodles from an awesome friend of mine:

UPDATE LOG (September 22nd, 2023)
Regarding current development process / Animations / Sprites / HELP WANTED
Hello everyone! I know it has been forever since I last updated this thread. I assure you, I am doing my best to keep this project accelerated as best as I can, though IRL issues and obligations have been getting in the way.
I was hoping to dive into coding/getting some stuff implemented into OpenBOR for at least test builds and starting to make something playable before the end of September, however time moves faster than I thought and I have only been able to create more sprites for Coco and only "finished" (knocking on wood) enemy sprite sheet (that being Diamond - the incubi kung-fu enemy edited from SOR3's Tiger). I'll admit impostor syndrome is kinda eating at me a bit since even though I'm at least hand-drawing Coco's sprites, Diamond is not subtle in terms of reference and how much I used Tiger as a base, haha.
Below is some work I have done or am doing currently of Coco:
(Special thanks to @hbdhl again for feedback and revision help.)

Coco's suplex, Mike Haggar-style! Diamond is used for reference.


Coco's running clothesline + running animation

Coco's jumping splash

Coco's dropkick (not his only frame, but I don't have a good demo gif for his animation yet)
I do have his jumping animation too, but I feel like it would be a little awkward atm if I tried to make a gif demo, but I may add it later if I so choose.
As for the remaining "essential" animations, I would say that my priorities are his piledriver, hurt/falling, lightning belch and defensive special would make him suitable for at least a future demo build. I'm trying not to overwhelm myself too much by adding in the ultimate or offensive specials before coding, so I can have something to show at least and create more excitement or gain more attention hopefully with even just a bare-bones demo. Though i am not an experienced game animator, so my workflow could be reconsidered to be quite honest, I am open to criticism if it means a better product and a better development process.
As for Diamond, here is a sprite sheet of his current frames so far.
It's moreso a work in progress, but the time it will take to catch up on adding his wings + tail to the rest of his frames would be seemingly seconds in comparison to everything else. I also added design variations for different incubi enemy types.

Here is also a conceptualized animation for one of the incubi's attacks (tragically inspired by my least favorite scene in the entire HB series)

I also have created a small Discord server for in regards to development of this fan project, however it is very small and unfortunately doesn't have much activity, although it does serve nicely as means of archiving ideas, concepts, work, etc.
I wish I had more to share, I hope to get more time in between my work, other projects and IRL obligations to bring more development info and perhaps get all of this stuff into OpenBOR, where the fun really starts!
Let me know what you all think! I'd love to hear back from or collaborate with other OpenBOR devs/sprite artists as well.
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