no…not active. but there will be updates in the future. would love to get it done one day.
mr.papshmir
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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 :)
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!
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.
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 😅