A Spark of Light by TurbulentWinds

A Spark of Light is a game I made for my first LDJam (#40). You play as a spark of light as the title implies and attempt to survive. Going with the theme of the Jam, the more you have the worse it is, the more light you amass, the faster the level shrinks. However, by sacrificing light until you become dim, you can make the walls retract. If you run out of light you die, so you must be careful.
Generally looks better if you use the standalone, but HTML is much more convenient.
Post Jam: https://ldjam.com/events/ludum-dare/40/a-spark-of-light/$71462
GAMEPLAY RULES
For those who like to know the exact mechanics:
The Walls - The Walls close in on you at a rate proportional to your light value, and begin to recede when you are below 1 light. They recede faster the less light you have.
The Black Squares - The Black Squares can drain a total of 1 light from an object (player and orbs) within range of them. This is the only way (currently) to lose light.
The Glowing Orbs - Bumping into a Glowing Orb yields the amount of light they contain (they start with 2 but can be lower due to Black Squares).
| HTML5 (web) | https://sha-eep.itch.io/a-spark-of-light |
| Windows | https://sha-eep.itch.io/a-spark-of-light |
| Original URL | https://ldjam.com/events/ludum-dare/40/a-spark-of-light |
Ratings
| Overall | 565th | 3.46⭐ | 178🧑⚖️ |
| Fun | 771th | 3.079⭐ | 179🧑⚖️ |
| Innovation | 281th | 3.52⭐ | 179🧑⚖️ |
| Theme | 330th | 3.73⭐ | 178🧑⚖️ |
| Mood | 95th | 3.971⭐ | 175🧑⚖️ |
| Given | 162🗳️ | 45🗨️ |
The controls are a bit complicated to get used to.
With a bit more fine tune, and probably more detail in the levels, this game could have a bright future... =)
1. I could actually play
2. Made me mash my fingers into the arrow keys, due to the tension of the situation
3. The walls close in on you.
Fantastic work, even enjoyed the music!
I wish the ideal way to play this game was not just siting around waiting for it to go dim until you pick up another light ball. The most engaging way to play was to be moving around, so I would have loved to see a mechanic that rewards players for that too.
Great job on completing your first ludum dare with this solid entry!

@cercle I am really upset about the way the text came out too! TextMeshPro, the plugin I use for text broke right after I had the UI looking as good as the game and I was forced to use this hard to read mess as a last resort :( The texture for the game floor to tell how fast you are moving is a good idea, but I feel that would hurt the art style. However, that is a good point to bring up, I am think something along the lines of a minimap?
Nice experience. I first tried the game without reading the rules. I found it took me about 30 seconds to learn the rules (excluding the walls, which I didn't understand until it was too late. After having read the rules, I found the game to not have quite enough going on or driving me to action. If you add more stuff encouraging playing I think the game will be more enjoyable, but overall I found it fun.
Not the best score, but hey, i tried XD: https://i.gyazo.com/2d017381d9d834eaff3b31a76c641624.png
Very simplistic game, but I like the implementation of the theme here!
I survived for 92 seconds and had 7 lightmasses at the end :)
I was going for something like "The Plan," check it out on Steam, it's something you will always remember.
Here is my score of playing

But hey, if that's the most substantial criticism I can make, you're probably doing something right.
this is so simple, but fun! GL!
Text get's blurred or out of focus with some light settings - you may want to check that as it is hard to read through 'tutorial' part
Nice entry though!
Try our **Voxel Mob Arena** here:
https://ldjam.com/events/ludum-dare/40/voxel-mob-arena
Not sure why, a combination of scaling, music and visuals really sucked me in this. Great fun!
Btw there's no "Exit" button D:
Light 19.51
Time survived : 977.45
https://imgur.com/a/G4mca
:P
Come check out our game!
https://ldjam.com/events/ludum-dare/40/virus-detected
Come check out our game!
https://ldjam.com/events/ludum-dare/40/virus-detected
Also, is there a way to know where are new light particles to pick up? And from when to when do they spawn?
- The background is a flat color, so it's difficult to know where are you, or how fast are you moving. Some kind of texture or decoration in the background would help a lot with this.
- When you are under 1 light, things get too random. If a black square suddenly appears close to you, you are dead, as you won't have time to react. That makes it difficult to create a strategy for maximizing your time.
- I think that zooming the camera out at some moments can increase the strategic value of the game, as you may plan routes to shink-grow yourself.
- Sometimes, the game gets slow. You wait for a while, pick a light to stay close to 1 size, and wait again.
That's it! I think that with some work and tweaking, the game can be polished and turned into something quite cool!
Zooming the camera is a great idea! I am currently working on a version with all the feedback and that definitely is going into it!
How do you feel about a minimap to solve the positioning problem?
I get what you are saying with the randomness aspect. I'll update the spawning code to have an area around the player where nothing spawns (in the post-jam build of course).
The slowness aspect of the game should be fixed by the addition of a "hunter" a black sprite that follows you, draining light (if you are in range) throughout the entire game.
Thank you for your wonderful feedback!
Movement is decent, though I had a hard time finding where I was in relation to other objects at first. You blend a little too well into the backdrop. I did sort of expect the walls themselves to steal light from you, but they do not seem to? I think it would be interesting to see the walls leach light as well.
I really like your idea about a 'light hunter' square, as well! I think it'll add a good level of tension to the game.
All in all, a really good job for your first LD!
I also think you may make the game more dynamic by simply tweaking what you already have. For example: what would happen if you made the walls faster, and increased the threshold for changing the walls direction (currently 1) to, let's say 3? You wouldn't die so fast when under the threshold, but you would need to move a lot more. I don't know, I guess you would need to test :P
Good luck with the game!
Good job overall :)
However I felt some objective was missing, for me simply surviving was just sitting in a corner and eventually grab one light when I was getting below 0.6. So this killed the fun of it!
So congrats on the great work artwise and with the mechanics, but you need to give the design a spin to make it more of a game.
If you are interested, please check out my LD40 game [Escape Infection!](https://ldjam.com/events/ludum-dare/40/escape-infection)
You could have just set trigger colliders on these objects and it would have felt smoother. You can also set them in groups and make it so that you only collide with certain class of objects.
Also, if you have the time - check out my game! https://ldjam.com/events/ludum-dare/40/dont-get-hangry
I did not sign up for music because I just found some fitting free to use music online. Right now I am working on using Magenta to create a AI that writes game music for me so I can do that category next time. I can't wait to get it working, its gonna be sooooo cool!
The bright circles have normal colliders only. That is an amazing idea to just have triggers for them (might have to rework somethings though)! I'm gonna have that in my PostLD build!
I definitely will check it out!
The problems I had were the controls, it was controlled somewhat 'non-smooth' and 'laggy'. It was running smoothly, but the input lag was there. Making the game quite hard to control.
The idea is quite new and it misses some kind of high score.
Keep up the good work!
The only thing i would suggest is visual differentiation between the black squares and the walls. At first I wasn't sure if being close to the walls had the same effect as the black squares... Not a big deal obviously. Anyway, nice work!
Other than that, great game :)
My only concern it that fullscreen looks a tad off (Firefox + macOS).

This is a bit bummer for such an emergent oriented experience.
(edit: This is already fixed in the post-jam version)
Any ways: Really nice stuff! GG.
> Right now I am working on using Magenta to create a AI that writes game music for me so I can do that category next time.
@turbulentwinds Nice, kind of like bfxr but for music then? If it works out, do you plan to make it publicly available?
I completely agree with your comments. Thank you so much for your honest and constructive feedback! I will definitely be checking out your game! On the topic of music generation, I guess it will be kinda like bfxr. I just want to make something I can give samples and let it run without worrying. If I pull it off, I will make it publicly available.
I addressed the problems you talked about in my post jam version which I hope you will check out:
https://ldjam.com/events/ludum-dare/40/a-spark-of-light/$71462