The Amberstone by Chuckiee
Sorry friends web build was quite laggy, and I couldn't figure out how to keep mouse within game window! Please download the Windows version if you have time <3
You decided to try your chance at getting the famous Amberstone. Now you're in front of the dungeon...
- WASD or Arrow keys to move around
- Hold Shift: Sprint
- Space: Jump
- Mouse movement: Look around/Rotate Character
- LMB: Use left hand - RMB: Use right hand
- If your hand is free, you can pick up an item. If you're holding an item, you can throw/place it.
There are 4 possible endings. Let me know how many you found!
Tech Stack
- Engine: Godot 4.4
- Audio: Freesound.org + Audacity
- Textures: Textures.com + Krita
- Models: Blender
- Most environment items: Made following a youtube tutorial (from this video: https://www.youtube.com/watch?v=x4xS3N2GF-Q)
- Code: me
| Godot 4.4 Project | https://github.com/retro-dev-chuck/sk8terboiiii |
| Original URL | https://ldjam.com/events/ludum-dare/57/the-amberstone |
Ratings
| Overall | 168th | 3.391⭐ | 34🧑⚖️ |
| Fun | 196th | 3.094⭐ | 34🧑⚖️ |
| Innovation | 127th | 3.422⭐ | 34🧑⚖️ |
| Theme | 111th | 3.734⭐ | 34🧑⚖️ |
| Graphics | 156th | 3.375⭐ | 34🧑⚖️ |
| Audio | 222th | 2.583⭐ | 32🧑⚖️ |
| Humor | 137th | 2.804⭐ | 30🧑⚖️ |
| Mood | 91th | 3.703⭐ | 34🧑⚖️ |
| Given | 33🗳️ | 41🗨️ |
I found the platforming quite challenging and frustrating, some checkpoints would be cool. It would be also super useful to skip the dialog after restarting.
I unfortunately also encountered a bug that when I restarted, I couldn't pick objects anymore, so, I had to quit the game and start over.
But otherwise, visuals are quite interesting and feel properly oldschool, and the main character reminded me of bowling balls from those old creepy bowling ball animations, could be an interesting idea to integrate. :slight_smile:
I think the game is not for me, as it give me dark souls vibe, which I guess can be a compliment. I think the black textures that can't be lit, the short life of the torch, and the unforgiving platforming really prevented me to proceed as much as I would like
But again, it might be the intended experience - just wish it was a little more forgiving because it looks really interesting
IMO the concept is sound but it would be greatly improved if it was more forgiving at the beginning, and had less "troll" deaths, if you know what I mean. Just until the player gets used to the controls/environment. The first platforms were already pretty tough, and the visibility increased this difficulty even more. I like the fact that duel wielding torches gave me more visibility, but some platforms were pretty hard to see even then.
But difficulty/visibility issues aside, this is a very creative game, with unique visuals. And I had fun, getting the totem to the next checkpoints was a thrill. Good job!
Thank you very much for comments and feedback. I liked the idea a lot, so I'll implement your feedback on the difficulty on the next version.
Glad you liked it and thanks again for playing :bow:
I loved ideas and how much you were able to perform i such small amount of time

I got the stone and is it is undroppable in current version I was respawned on the second respawn point with it in hands - but was unable to jump back to the top.
When I played I originally planed to say that those unpredictable spikes are not a good idea, but than I noticed a button on the floor and understood that originally you planned to make it noticeable just was not able to polish enough.
I would also mention that if you make anything like safe spot (for example where you can put the crest) make a bigger platform around. It will just prevent your players from unpredictable behaviour. For example I had dying screen 3 times in a row always, and it is not a big deal, until you are on a very small platform.
Give player some time to get back used to surroundings after respawn. After respawn there is always at least a few seconds of confusion. Even if you targeting hardcore this would never hurt.
Anyway, you did great! Nice job
Yes, I didn't have time to texture the platforms and triggers for traps, so they now blend into each other a bit too much. Very good feedbacks, I'll try to improve in later iteration. Thanks a lot :bow:
About fifty percent of the time when hitting 'Restart' I couldn't pick up the totem or the torch.
Thanks for the paly
I also encountered the dialogue panel stuck on issue - it happens if you roll over the book a second time.
The torch duration seems way too short, and the other torches on the way down don't respawn when you do so I was kinda stuck until I tried jumping off the cliff with the totem and discovering R restarts the game.
There should be some light at the checkpoint. I accidentally clicked and picked up the totem at the first checkpoint but couldn't see the altar to see where put it down again.
Finally managed to get to the ground level, but can't see anything at all and can't jump off anything to die.
Its a cool game, but being too dark makes it hard to enjoy.

I think I broke the book at some point tweaking the dialog box animation :slight_frown:
First iteration had non-renewable torches, then I play tested and it was a disaster. I must have forgot to make that one renewable!
At ground level, there is a hole that leads to the vault where you can find the Amberstone. And depending on what you did you can get 1 out of 4 endings!
Thanks for such detailed comment :bow:

I found the platforming itself a little frustrating. Even with a torch, you can barely see the next platform, let alone traps. Sometimes when there's a bigger drop, you can't see where you're going at all. The game is also pretty unforgiving - one single fall or trap kills you instantly, and it can feel cheap when you couldn't even see it coming. In general I felt like I was dying a lot not because of tricky level design, but because the game was working against me.
There are also a few technical things you might want to iron out. Picking up and throwing objects is in general a little janky - the game is third person, so it's not clear where you have to click to pick things up, and the physics of throwing and holding things seem a little temperamental. Respawning also seems to be glitched - sometimes it will kill me several times in quick succession when I respawn, or do some weird stuff with held items. Also, when you die for real and restart the game, you seem to no longer be able to pick up items? I had to reopen the game every time which was kind of annoying.
Overall, really unique take on this genre!