wow thank you so so much! really glad you like my game. and thanks for the video! fun to watch someone else to play my game. very interesting and helps a lot to make it better in the next update.
mr.papshmir
Creator of
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total score: 2710
total stars: 10
really like the game. it has clear and readable visuals, nice animations (love the rolling slime)…and yeah, had a lot of fun with the game.
only „critique“ would be: there is no visible feedback when you pick up an ingredence. or if you delivered the ingredence in the pot…maybe the color of the soup could change everytime you put it in the pot?!
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.




