Dance with the Sprites by Flewbimo
Introduce
This is a platformer themed about light&shadows, By collecting glowing tiny creature: Sprites, you can illuminate the surrounding area, and even to defeat some evil red creatures.
After successfully finding your way and defeating the final boss, you will be liberated from the darkness.
Background
"You are trapped in a dark, lightless cave. Suddenly, a tiny sprite lit a way out, a glimmer of light to endless darkness. With its power, your journey of exploration and adventure begins..."
How to Play:
left/Right arrow key -> move
Spacebar to jump
E to release collected energy.
If you met some problems, please leave a comment below! (Also share your thoughts about it plz)
![KAM%C}[0)HS5]34)03M@286.png](/game/img?e=LD56&gid=94887&u=raw/571/06/z/65a94.png)
Shaders I used : https://godotshaders.com/shader/dynamic-2d-lights-and-soft-shadows/
Tip:Playing online is very laggy, so try to download it and play instead.
Ratings
| Overall | 305th | 2.789⭐ | 21🧑⚖️ |
| Fun | 298th | 2.605⭐ | 21🧑⚖️ |
| Innovation | 193th | 3.211⭐ | 21🧑⚖️ |
| Theme | 315th | 2.395⭐ | 21🧑⚖️ |
| Graphics | 236th | 3.1⭐ | 22🧑⚖️ |
| Audio | 231th | 2.658⭐ | 21🧑⚖️ |
| Humor | 286th | 1.719⭐ | 18🧑⚖️ |
| Mood | 120th | 3.553⭐ | 21🧑⚖️ |
| Given | 20🗳️ | 14🗨️ |
I have this error message when executing "Dance with the Sprites.exe" on my PC (Windows 11).
And the online HTML version doesn't work too.
I appreciate the sound alert when danger is near.
Good job.
But the mechanics of knowing when to spend your light to illuminate and then remembering the level is quite interesting.
The SFX are fine, but I couldn't understand the big "gong" for a while, as it lacks a bit of explanation. Also, maybe you should track the number of orbs/sprites you collect in UI, to make sure you never lack of (if I understood correctly, it's consumed everytime you press E, because at some point I ran out of light).
In any case, we can see the effort put into your game, especially in the Level Design. So nice job on that ;)
I actually enjoyed the fact that the mechanics aren't explained that much. It gave it more of an exploratory feeling. Especially paired with the parts of the map that if you miss a jump, it's hard (maybe impossible?) to go back.
Nice work!
Just as an aside, I tried to play through Itch but I was getting an error: 
The .exe worked well for me though.

Might have been better to have something else on the "win" screen to tell it apart from losing. Not to even mention how unceremonious the actual win was.
Got there twice as the first time there I though I had gotten hit my those red sprites who were often really hard to distinguish from the friendly ones. Relying on color only on that isn't probably the best of choices. And the shape too was hard to figure out as they were just blobs. It was very tough to estimate how close you could let the enemies come. And even when releasing light and killing them, it was hard to make out when they were actually gone and it was safe to move past. At least once I was too impatient and they were still able to kill me even if they had started to die.
The web build ran just fine for me just on a MacBook so not the most powerhouse of devices out there. And I don't really see why it wouldn't perform, there wasn't really anything that should tank the frame rate unless the code is horribly unoptmimized (or even counter-optimized).
It was pretty fun to explore around the map but it was quite desolate and boring as the only threat there was really was confusing the red sprites with the collectible ones or outright missing them appearing from behind a wall or something. My first death came right out of the blue and still not sure even if there was an enemy even nearby.
The controls felt a bit abrupt and stiff for me. Some precise jumps (in the dark too) were unnecessarily hard to make as the character was so tiny accelerated so quick.
The boss was bit of a letdown after realizing that it's just a waiting game really. You literally can just rush there, stand absolutely still and mash E until you win. Didn't seem like whether you had even gathered any lights up to that point really mattered at all. And the boss was also in quite an obvious spot making over half of the map completely pointless. Like in my opinion that one floor above it would have been a much more clever spot to put it on as (at least for me) I completely missed knowing about it before I had already fallen below it.
Other than the similar and confusing enemy/collectible design, it looked good. The silhouette look is always nice to look at. The wasn't much audio at all but it did paint a nice and moody atmosphere. Some atmospheric music or ambient background noises to fill up the space would have been welcome though.
Anyways, good job! 👍
Add more detailed instructions. Yes, you can do it even now.
Also, why is it so dark? Would be great if the sprites you collect would actually illuminate the stage around you.
And Well done for the compo ! :)