Post Kenney Game Jam - First Patch Released for POWER STONE!!
Power Stone » Devlog





After the brief <48 hours making this game in collaboration with 3 friends, we release our first (and maybe only) patch! :) Logging the changes below. Thanks to everyone for playing and for the feedback. Please report bugs that make the game unplayable.
BUGS:
- Impact Sounds:
- Fixed impact sounds. You will hear a small "thud" if you are moving but are colliding with a collision.
- Movement Broken when reselecting Castle level:
- Character can now move when reselecting the Castle level.
- Collision Glitches:
- Occasional issues where the Character would get stuck on collisions have been fixed.
- HTML5 Instance Ids:
- Update references to instances to specifically call ids.
- HTML5 Music:
- Added in music playing redundancy measures to make sure the level music is playing.
- Offset Issues:
- Fixed issues when player is offset on axis when getting slowed by a web. Special thanks to LightningShell.
- Color Error:
- Disabled a color filter that was accidentally left on for the forest and castle.
IMPROVEMENTS:
- Lowering Bridges:
- The lowering Bridge animations have been tweaked to make it clearer what's happening in the environment.
- Total Coins in Menu (for completionists):
- In the menu will be a "coin pile" below each level select icon. The coin pile becomes more yellow as you find all the coins in the appropriate level. This coin transforms to a large coin if all coins are found.
- Gem Distribution for Forest:
- Re-distributed Gems for the Forest environment. Let me know if it's too easy.
- Gem Distribution for Castle:
- Re-distributed Gems for the Castle environment. Let me know if it's too easy.
- Castle Visual Upgrade:
- In planning we had specific tiles to use in the Castle. I had to pivot for the sake of time. Castle has now been polished with the intended tile layout Lemmy designed!
- Water Color:
- Water is now orange lava with yellow splashes (ouch it's hot) for the Castle Environment.
- Blue Water splashes are now white to communicate how brisk and refreshing it must be, and to make the splashes easier to see.
- Menu Overhaul:
- Added a Menu button on the bottom left of screen.
- Menu completely re-worked to be more coherent.
- New Menu Music added by MaxCarnage!
- Torches Light and Extinguish:
- Torches now have a sound queue and animation when they are lit and extinguished. That pesky wizard creating too much work.
- Victory Flourish and Wizard Cutscene:
- Added a victory flourish and end game cutscene where the Wizard returns! What will happen?!
- Crate Locks:
- Crate locks into position when activating a switch.
- Crate flourishes when activating a switch.
- Intro Doesn't Replay:
- Intro does not replay once the Graveyard has been completed.
- Enemy Autonomy:
- Enemies have been set to move either positive or negative in their respective axis.
- FG Tile:
- Added a FG Tile layer to mask off the edges.
- New Intro Cutscene:
- Intro Cutscene has been improved with more sounds, animations, and effects to hopefully make the actions clearer and less chaotic.
- Walk on Switches:
- Switches can be toggled by walking on and off them.
- Mouse Movements:
- Mouse movements move at stepped increments in attempt to make it feel more "pixely".
- Timing of mouse appearing and disappearing have also been adjusted along with the mouse's collision box.
- Adjusted Music and SFX Levels:
- Made some tweaks to audio levels. Let me know if things are too quiet or too loud!
- New Graveyard Puzzle:
- To help tech the game mechanics, a crate starts in front of the player. Pushing the crate forward onto the gray switch will activate other gray switches.
- To help tech the game mechanics, a crate starts in front of the player. Pushing the crate forward onto the gray switch will activate other gray switches.
- Updated Thumbnail:
- Updated the thumbnail by Lemmy!
DEBUG:
For Devs and those who know how to access Dev Menu ;)
When Dev Enabled:
- Toggle Display Grids:
- Menu option icon on left is the 8 button and 16 button.
- When either the buttons are enabled, a respective 16x16 and/or 8x8 grid will be displayed.
- Hotkey "G" for 16x16 grid and "H" for 8x8 grid.
- Disables when dev mode is disabled.
- Toggle "Poop" Mode:
- Menu option icon on left is a "soft serve" icon.
- When Icon is enabled ALL GEMS in levels will be deleted. As you walk a new gem will be "pooped" out whenever you run out of power. When pooping on an existing gem, the gem turns pink to communicate that spot is inefficient as the gem will be consumed before your player returns.
- Hotkey "Backspace" for "bye-bye".
- Disables when dev mode is disabled.
- Toggle Collision Detection:
- Menu option icon on left is a "Transparent H".
- When Icon is enabled, the collision hitboxes will visually "pulse" once. As a player collides with a collision, the collision becomes visible. This also disables the "Solid H" button.
- Disables when dev mode is disabled.
- Toggle Collision Visibility:
- Menu option icon on left is a "Solid H".
- When Icon is enabled, the collision boxes become visible. This also disables the "Transparent H" button.
- Disables when dev mode is disabled.
- Unlock All Levels:
- Menu option icon on left is a "Lock".
- When Icon is enabled, all levels unlock. This can't be toggled. Reload game to relock levels.
- Hotkey "U" for "unlock".
- Teleporting:
- When Right Clicking the player now snaps to an 8x8 spot to help with offset issues.
- Existing bug where when teleporting player might stop moving. Just left click on player to feed it a gem to help restart movement.
- Disables when dev mode is disabled.
- Spawning Gems:
- Not a new function but listing here as a friendly reminder.
- When Left Clicking on the map, a gem will spawn.
- Left Clicking on a player will instantly recharge the player.
- Disables when dev mode is disabled.
Files
PowerStone_KenneyGameJam2025_PuppyJoe_v0006.zip Play in browser
4 days ago
Power Stone
Recover the Sacred Power Stone before you run out of power.
Status | Released |
Author | PuppyJoe |
Genre | Puzzle |
Tags | 1bit, 2D, gamemaker-studio-2, gms2, kenney, My First Game Jam, Pixel Art, Retro, Singleplayer |
Accessibility | Textless |
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