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mr.papshmir

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A member registered Jul 31, 2021 · View creator page →

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no…not active. but there will be updates in the future. would love to get it done one day.

thank you for giving us an inside look. super cool :)

thanks very much…really appreciate! the jumping part is too difficult. but seems you enjoyed the rest of the game 

thank you very much and I am happy that you enjoyed our game 😊

the movement sound would be nice when it’s not so dominant and with a little bit randomness. But I get it…another point we can improve 😊

for the soundtrack check out beatscribes music track for the gbcompo23 here

thank you very much. I think with a major update this will get fixed :)

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ok now I know what you mean. thats exactly how I design the "power ups"...like the upgrade that you can pull triggers/switches. its introduced by a animated sequence that show how you can open the door. After that getting more complex, step by step so that the player gets familiar with the mechanic. Also the latter stuff. First just a simple ladder to get to another level. Than a ladder straight to the right. When you fall you have to try it again without dying...and so on. The jump ability is a little bit rushed but will get a more "introduction" in the next update. Right now I just write down all the feedback and think about how I implement all the stuff and write down some loose ideas. I stick to one rule when it comes to design in enceladus "no text to introduce a mechanic". Would like to keep things self explaining or with a sequence that introduces a little new mechanic. Not so easy when I think about the hiding mechanic...

I will keep that in mind, also the alien design with a contex to its surrounding. Thats how I try to design my enemies as well...for the jam it was a rush I should say. Ideally opponents behavior patterns should also be visible in the design. That you can immediately tell at first glance "oh...he can definitely jump". More difficult than it sounds first when you are in a tunnel and just focus on some stuff.
But it will get easier with a little more planning time right now :)

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wow...such a great feedback from you means a lot to me. Thank you very much really appreciate!
The finicky jumps were just a "bad" result of something claustrophobic I wanted to convey. But yeah...I know what you mean and has to be fixed!
For me the whole platforming section is a little bit too "jumpy"(?). The plan was to get it more in the way you already mentioned. More stealth elements were you can hide in shadows and more puzzle elements. More Metroidvania and less Jump/Platforming. The dosing is important here I think.

What do you mean with "random indigenous alien life"? Not a native speaker so having trouble to get it :D

Camera view shift...damn. That´s just so simple but didn´t came to mind. Thank you! So many times already seen in so many games... 

Thank you so much! Such Feedback is pure gold!

please let me know if it works…can’t test it for myself 😅

there is a .pocket file ready for download ;)

thank you very very much for the feedback. yes, I will expand it in the future and would like to get it a little more into the exploration/metroidvania. fingers crossed with some stealth elements…

first of all…thank you so much for the feedback. that really means a lot to me and makes the game (in the future) better.

the first scenes are a bit stiff you are right. will do some research and think about what and how I can animate some stuff…but I have already some ideas

the strange buzzing sound maybe comes with the moving soundfx mixed with the music or the sound when the lava bubbles jumping of the pit. Will have a look…

the ladder bug seams to be an engine problem which hopefully gets fixed in a future update. sorry for the soft lock…that’s really odd.

there will definitely a pause/overall map when the game grows bigger.

as already said…thank you so much for the feedback and I am very happy you had a great time with our game.

yes…I will. But it will take me until sunday 😓

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thank you very much. 

I just count how many scientists you killed on your way so you see the progress at the end. its up to you if you go full rage mode 😅

hm…that you got stuck is awful. do you mind and post a screenshot from this situation?

love the art style and the technical stuff you are doing! very cool!

thank you very much! I already saw some great entries for the compo...so we will see at the end. I am looking forward for the rest of the games!

but yes you are right. introductions will follow! right now its a work in progress version of my game.

when the second one comes to the right try to jump over it. or jump and get up on to the right, wait until the enemy is under yourself and start running 😊

thanks :) really appreciate your feedback. it was designed to be a "slower" title.

thanks...took us some time to get raytracing running on actual hardware :P

Perfomance is smooth, gameplay great and everything else just on top! would love to have the option to shut down the sfx because the music is so great.

Thank you very much for the nice feedback. And the banner is thing I will work on tomorrow! Good point 😊

thank you very much 👽

Thank you…will upgrade the versions in small steps I think. 

Thank you very much for the Feedback. The return back to the city bug is a new one. Its not full implemented that the position is saved correctly. Will hopefully be fixed in the next Version as well as the „drinking above 5“ because in the old Burntime Version you can just drink up to 5 and not more. Thought it was implemented…for the food it works. Have to double check 

The graphic „bug“ that you cant see screws, wood and stuff like that when lifted is not fully implemented. Didnt find the Time for doing those sprites at all…there are still missing a lot of little graphics.

Thank you for your time and testing it out. The game will come to a point where I cant find all the bugs! So help is needed 😅

thanks :)

I have to thank you :) that´s awesome...loved the video and your sunglasses :D

yes it’s the final release version when you download the latest file AHMD_V1.0

wow…top ten means a lot cause of the other superb games released. That means a lot to me thank you very much!

congrats and thanks 😊 did you remember your score?

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thank you 😊 that was exactly what I had in mind. A friend titled this style of Game „a toilet-shooter“ cause you can easy pick up and play 😂

Thanks very much :)

I have to thank you Victor! :)
The best on the compo21 was to get in contact with you! 

:D haha...thanks man :) really appreciate 

I love F-Zero and your game just fits as an F-Zero for DMG. Miyamoto would be proud!! Really impressive 

thank you thank you thank you... I am glad you like it! Those kind words makes me proud especially when it comes from a talented developer like you. Love your game! Wish you all the best for the competition!

thank you! great that you revisted my game on your channel.

Thank you very much for the kind words! I will try to improve the last tiny bit of my game for the jam entry and than focus on something new.

I really love the sprite artwork. My favorite part is the swimming animation and the small detail work you put in every set.

Would like to see a longer version of the game!

Keep up the good work and good luck for the competition!

thank you very much. yeah its tough...but thought if its just a short highscore game it has to be a little bit tougher :D

thanks for the feedback…I will see what I can do to fix this problem. But overall do you think it’s to hard to survive?