Friday, December 2, 2011

Paper Physics v1.1, Facebook and Google+ pages and more

Hello there. First of all, I'd like to thank everyone that brought and that is enjoying Paper Physics. It's the game that I've put more effort into and it's nice that people are liking it.
Here's some more news about it:

Paper Physics v1.1:
The main reason of I'm making this blog post is this update. This is a pretty beefy update, since it adds an awesome orchestral music by Vítor Eduardo and the corrects a couple of performance problems.

Flash Demo:
There's now a flash demo of it. It's the iOS lite version sans iAds, and you can find it on, Kongregate, and on Game Jolt. The demo contains only 12 of the 48 levels on the game, and it doesn't have leaderboards nor achievements.

Twitter, Facebook and Google+:
You can know follow Satelite Play at:
Twitter -!/SatelitePlay
Facebook -
Google+ -
I'll use them to do giveaways and to post updates.

Making of:
I'll do a three-part blog post about the development of Paper Physics. It was quite a ride, and never expected to have gone so far with it. I'll post early concepts and concept art, too.

Once again, I thank everyone who have been enjoying Paper Physics, and I hope this update will further improve the game. See you next time!

Tuesday, November 1, 2011

Paper Physics is now live!

Paper Physics is out! Grab it in Apple's App Store:

Full Version
Lite Version

I might do some sort of making of in the following blog posts, but I still don't know how I should do it.
Have fun and happy Halloween! :D

Friday, October 28, 2011

Paper Physics

Releasing on the 31st October

This is my newest project, Paper Physics. I'm really proud of it, I never worked so hard on a game, and its my first iOS game as well, which is pretty cool.
I started it February as a simple Flash game for sponsorship, but I instead went to work on an another game. I started working it for real when I decided to launch it for the iOS with the upcoming iStencyl.
And now it's finished. But what's the game about?

The game:
- It's a physics puzzler with lots of level elements, such as windmills, gravity blocks and even bumpers. The objective of each level is to touch the checkmark blocks, using both timing and logic.

- There are four level sets; Beginner, Normal, Hard and Master, with twelve levels each, so it's a total of 48 levels.

- There's also leaderboards and achievements for extra fun!

And it's all for now! I'll update this blog once the game is out.

(Press Information: If you wish to review this game, contact me at and I'll send a code to your way)

Monday, September 12, 2011

NEON ON and new project

I really need to keep up with this blog, so I'll do the promise that when I release a game I got to create a new post about it. Twitter serves as an informal "on the moment" feed about my games' development, but I should get this up to date with new releases, specially due to a game to be released that's mentioned below.


NEON ON is a game that I did for Stencyl's Summer Game Jam. Didn't placed, but at least got a Staff Pick, which is cool. :)
It's a frenetic arena shooter with achievements and power-ups. While I'm happy with the end result I wish I had released some kind of beta to people try to improve the final version. The result of not doing this was the game being too easy.
You can play it at, Game Jolt or Kongregate.

New Project: 

I don't want to spoil much about it, when the time comes I'll give more details of it. For now I can say that's a physics puzzle game that I'm making for iOS. My next post shall be about this game.

Tuesday, May 31, 2011

Stencyl was released!

I've been making games with it and it's really cool! Go check it out: :)

Tuesday, May 3, 2011


I got some things to talk about. I also (again) apologize for this late update, I should write a post at least when a launch a game, and not a mouth later of when I launch game launch. Anyway:


I released a new game called Blackheist, which is a arcade game where you control a robot that shoots beams of lasers from its head to defeat evil robots. Personally I think this is my best game yet, but my favorite game of mine's is still Tea Time, probably because of the character design. Either way, I'm happy how Blackheist came out.

You can play it either on Kongregate or Game Jolt.

And it's all. I'll show some of my upcoming games as soon they are in a viewable state (without WIP graphics). I'm also thinking of adding some pages to this blog to be easier to see my games and perhaps one of pages can serve as a portfolio. Until next time. :)

Sunday, February 20, 2011

Arkanaut, Stencyl and more

Some things to talk about.


I launched Arkanaut last month at Kongregate (I should update the blog more often...)! The game is a port of Spacenoid with some changes on it. I renamed it to Arkanaut since there already was stuff called Spacenoid.*

For my first flash game it didn't went bad, I should have called to do beta testing the game before I released it, but people seem to enjoy the concept and so I will do a sequel sometime in the future.

Here's the link:

And about flash, that brings me to another point, which is...


Arkanaut was made using Stencyl, and I can tell you, it's swweeet. It beats Game Maker for me.
Since I'm on a NDA I cannot talk about the program more that it's already stated by the site or said by the creator (Jon), but I can tell that you will like it once it reaches open beta.
Check it out:

Game Maker Rant:

Now, Game Maker is still a very decent program, but YoYo Games doesn't inspires me anymore to continue using it.
There are some people at YoYo Games that are cool, like NAL from the Ne Touchez Pas series, or Mike Russel, who does a good job.
But Sandy, ugh, why he's a PR if he doesn't know how to freaking PR.

The smiley cog situation, the amateurish Cease and Desist letter for the GM iOs compiler developers...
Also, now not bad in a PR standpoint since they are having success with it, don't get me started with the iOS YoYo Games deal. How they're people thinking it's a good deal is beyond me, YG have the right to do the deal they want to do (assuming it's legal of course), but Apple gets 20% of the profits and YG 30%...
I'm a bit bad at math, but I know that I would only win a 1/2 of the profit instead of getting 4/5 like normal at the App Store.

Learning Xcode, buying a cheap Mac and paying the 90 dollar fee for being a iOs developer is way better than this deal, since I get that way 1/2 of the profit, don't have the YG advertising plastered on my game and I can do internal testing with it.


And finally I'm doing another flash game, and again with Stencyl. This one is called Blackheist, and after is finished I will try to get a sponsor for it. It's about defeating evil robots with a laser that comes though your head.

*The LD version was Spacenoid of course, but that was just a 48hour game, and I wanted to have a completely (or almost completely) original name for the flash version.

Tuesday, January 4, 2011

Decomestime Studio is now Satelite Play

Hello! I've been thinking making this change earlier, but I thought that now was a good moment to do it so.

"Decomestime" could be confusing to say, with so many pronunciations possible, so it could bring complications on the future. I thought more carefully on a name now and so came up with "Satelite Play" (also removed "Studio" on the name since the name sounds better without it).

I think it's easier to say than "Decomestime" and it reflects better on what the blog is about (with "play" meaning like in playing games).
I don't know if I should leave the Decomestime Studio intros/indentification on my older games or not, but I'll think of that later (and also perhaps update them with other goodies?).

And it's all for now, next post will contain some in-development stuff.
To celebrate, here's a screenshot of one of my "indef" projects. :)

PS: As you can see I changed the link, so if you have an Atom feed or a blog bookmark they have to be actualized with the new address.