BULLY PRODUCTIONS · IN DEVELOPMENT · GAMECUBE STYLE
SOAKED
Coco the capybara just wanted a hot spring. Instead his backpack wakes up: H.O.S.E., a deadpan talking water pack, and Isla Chillo is covered in purple goop. Spray the town clean, hover up the lighthouse, and find the secret course where the pack switches itself off.
Full playthrough: the plaza, the lighthouse secret and the Sludge Daddy fight. Real gameplay with the game's own music and sound.
Meet H.O.S.E.
The Hydro-Overdrive Spray Engine talks in blue balloons from the little screen on Coco's back. Coco is unimpressed.
Spray, hover, climb
Hold R to spray: the stream aims itself at goop and blobs. In the air, hold R and the jets hold you up. Wade into the fountain or the sea to refill. Clean all six puddles and a Sun Shard appears on top of the fountain.





Isla Chillo
A port town in the Delfino tradition: pastel townhouses with shutters, flower boxes, balconies and barrel-tile roofs, a stone fountain under strings of bunting, a balustraded waterfront, and a sea that glints in the sun.






The islanders
Walk up to anyone and press B to talk. They watch you as you pass, nod while they talk, and have something new to say as the story moves on.



ABUELOTHE TORTOISE - PLAZA REGULAR"Back in my day, backpacks kept quiet."
CAPITAN PICOTHE PELICAN - FISHERMAN"Thirty years at sea and I've never seen the water this purple."
Boss: Sludge Daddy
Something big crawled up on the east beach. He spits goop puddles and stomps after you. When he opens wide, hose his mouth until he bloats and topples over, then belly-flop his belly. Three times.



The secret course
At the top of the lighthouse is a portal. Inside, H.O.S.E. switches itself off "out of tradition" and it's pure platforming: rising blocks, a spinning sweeper bar, sliding platforms, a checkpoint, blocks that drop away, then the shard.



Coco, animated with attitude
Coco is a single Blender-built model of about 27,000 triangles on an 18-bone skeleton, with a painted texture (fur grain, a hibiscus-print shirt), real fingers and toes, and the pack modelled on. His animation is driven live from the controls and none of it is stock: he waddles, his head stays level when he runs, he plants a paw on his hip to spray, and if you leave him alone he leans back with his hands behind his head and eventually sits down.
COCOTHE CAPYBARA · ON VACATIONSunglasses on his head, flip-flops, zero urgency.
THE POSESPROCEDURAL · DRIVEN BY THE CONTROLSIdle, walk, run, jump, fall, spray, hover, talk, wave, the lean-back and the sit.
How it's made
- GameCube look: 640x480 with anti-aliasing, real-time sun and soft shadows, ambient occlusion baked into the vertex colors, 256px painted textures, glossy highlights, bloom and color grading.
- The island and Coco are built in Blender from code: a modular townhouse kit, turned stonework, lamps, planters, palms, the lighthouse. About 200,000 triangles in the town.
- The sea is its own shader: rolling waves, two panning ripple layers, sky reflection that grows toward the horizon, and sun glints the bloom turns into sparkles.
- All the music is synthesized in-game: a calypso steel-drum theme for the town and an a cappella theme for the secret course.
- The whole slice is played start to finish by an autopilot test, which also recorded the video above.
Concept and direction by Bully. Programming, procedural art and automated playtesting with AI-assisted development (Claude Code). One bleep.