GOLDLOVING STONEHATING IDOL by SurWeaver

You play as an idol who breaks rocks and collects treasures!
Run and accumulate power to break rocks!
Descend to the deepest and darkest depths and collect all (145) treasures!
FEATURES
- In-game menu (hub level);
- Keyboard and gamepad support;
- Screen shake;
- Vibration support (only Windows).
- Vibration and screen shake can be turned off at the very beginning of the game (as well as game sounds);
- Fullscreen available at itch.io and Windows.
CONTROLS
|Controls| Keyboard| Gamepad|
|--|--|--|
|Walk| WASD, Arrows| Left stick, D-pad|
|Run mode (Hold to run instead of walk)|Shift|Xbox: A, Sony: Cross (X), Nintendo: B|
|Toggle help and stone health (Hold to make it fully visible)| Spacebar| Xbox: LB,RB,LT,RT; Sony: L1,R1,L2,R2; Nintendo: Whatever they are|
|Screenshot to unknown location|Y|Nothing|
P.S. Just kidding! I know screenshots location, it is:
C:\Users\YourLovelyName\AppData\Roaming\Godotpp_userdata\GOLDLOVING STONEHATING IDOL
Made by Alex SurWeaver, Hellen Peach, Max _XoMe4oK_
| Link | https://surweaver.itch.io/goldloving-stonehating-idol |
| Windows build with working vibration (unlike web-build) | https://surweaver.itch.io/goldloving-stonehating-idol |
| Original URL | https://ldjam.com/events/ludum-dare/57/goldloving-stonehating-idol |
Ratings
| Overall | 288th | 3.73⭐ | 39🧑⚖️ |
| Fun | 118th | 3.905⭐ | 39🧑⚖️ |
| Innovation | 184th | 3.722⭐ | 38🧑⚖️ |
| Theme | 693th | 3.114⭐ | 37🧑⚖️ |
| Graphics | 648th | 3.176⭐ | 39🧑⚖️ |
| Audio | 496th | 2.931⭐ | 38🧑⚖️ |
| Humor | 359th | 3⭐ | 36🧑⚖️ |
| Mood | 700th | 3.097⭐ | 38🧑⚖️ |
| Given | 31🗳️ | 54🗨️ |
The sound when going through a big chain of redirects and breaking blocks feels really good. I liked the screen shake and bounce back.
With sound though, some music would have really helped sell the atmosphere, even something simple.
The level design is really fun, but I would have liked to see a little more puzzle in figuring out how to get through a level, but I know in a jam there isn't a lot of time to do complex puzzles.
When you hit something, I feel like the bouncing should happen earlier, not go to the middle of the wall and only then bounce.
Good job!
one note i have is that it would be really awesome if there was a bit of pressure put on the player to complete stages in a certain amount of moves, maybe the idol can only dash if its collected enough gold previously?
overall, this is really awesome!
Thanks for suggestions!
Thank you and everyone else for kind words!
Those animations of going inside walls and out are planned limitations so it would be easier and faster to do than checking collisions before animation end, but I'll certainly change it in a post-jam update!
I think we can do something more with the combo system. I would like to have juiciness from arcade games and some mindful puzzles!
To me the colours of floor and walls felt inverted. It's crazy how such a thing can matter but in the second level I got confused over what I was seeing at first. But since that level was just exceptional as tutorial, teaching me both the colours of floor and walls lol (and breaking mechanic) I can't complain too much. Just too dubblecheck if I was just trippin' I googled some random games I could think of with similar style, and 3 out of 3 had dark floor and light walls - maybe it's convention? :upside_down:
It looks nice with the point light to make the character pop, but since you need to see the whole level for some puzzles I think it would be better to have every thing lit and maybe add like a thick shadow or something instead.
Also I think the exit should have been clearer, I kept sort of thinking that the screen would pan into a new room instead of sending me to a level. Maybe swap that tile gfx of those specific stones too doors instead?
Anyways, well done! I played it twice
I totally understand your point of view! I will definitely consider it and try a similar approach. It is quite logical when the game character is bright enough (white Baba on a black background), but here we play as a stone crushing other stones :D We need to contrast it.
Well, usually stones are shown stronger in a darker color (although if these were some crystals, they could be made brighter, i.e. maybe we will break through some diamond). I don't know why but intuitively it feels stronger than a light version of a stone.
With light and shadow we can definitely experiment in the future, light and increasing darkening of each next level was invented towards the end of development :D
Another interesting detail - I wanted to make exits from the level only outside the borders, that is, we always break through the stone to the game window. Then I thought about making a pit as an obstacle, as a result I realized that the transition beyond the level boundary and the pit do literally the same thing, so I optimized it and combined it into one to speed up development :D
The door is a good idea, in fact, so primitive, obviously, but for some reason we did not think to do it this way, we got too carried away, apparently, hehe
Thank you for your suggestions!!!
For example, I totally messed up a level where you have a single blue stone that you need to crush in order to get to the left half of the level. Earlier it was not necessary to crush and was a part of solving a puzzle. And by blocking path around the stone it erased all the thinking :sweat_smile:
Also, I didn't introduce to the mechanic of hidden walls, there's a passage to the bonus level at the last puzzle level hidden behind a wall :sweat_smile:
That's a first serious attempt at puzzles for me so I need to work on this more, surely!
I would gladly accommodate your needs in a further update! Thank you!
Anyway, thanks for playing!
Необычная механика, я такого особо не помню. Играть интересно ^_^