The Spark by Le Don

[raw]
made by Le Don for Ludum Dare 46 (JAM)

spark<em>title</em>part_01.png

The Spark is a stealth game made by one person in Game Maker 2. Carry your spark with you and avoid getting shot!

spark<em>title</em>part_02.png

Use W, A, S, D to move and E to interact. Pick up your spark or let it drop. You can charge your spark at power stations and you can also hide under tables!

The game is over when you got shot or your spark is out of energy. You can only progress when you carry your spark with you.

preview.png

With P you can also activate a little help for color blindness - or at least I hope it helps. The colors of the enemies show their alarm state and I figured, the colors might be too hard to read, so the enemies just tell their state via textbox.

Also you can press alt + enter for fullscreen, which is just an upscale and might not look very well.

The game was solely made by me, so the art isn't amazing and there's also no music.

Other known problems: - Laser beams might have a weird collision and sometimes miss the player. - I forgot to remove a debugging tool. You see, there's a certain button that creates a ping, attracting every guard in the room and playing a small soundbite from a very well known game. That was not intented to be in the final version. No, I don't tell you which button it is :). - The last room is suppose to show a little text like "Congratulations! You beat the game!" and so on. So at the current state the game just ends without much fanfare, while it's supposed to look like this:

real<em>final</em>roomsmall.png

Ratings

Overall 1322th 3.462⭐ 41🧑‍⚖️
Fun 781th 3.539⭐ 40🧑‍⚖️
Innovation 1814th 2.974⭐ 41🧑‍⚖️
Theme 1942th 3.269⭐ 41🧑‍⚖️
Graphics 1733th 3.218⭐ 41🧑‍⚖️
Humor 1775th 2.306⭐ 33🧑‍⚖️
Mood 1556th 3.194⭐ 38🧑‍⚖️
Given 44🗳️ 53🗨️

Feedback

Gargantus
21. Apr 2020 · 12:29 UTC
1. You don't need to recharge the spark
2. The player is too slow
3. For some reason level 6 is much harder than the other levels
It was pretty fun tbh
Pilarius
22. Apr 2020 · 13:30 UTC
Quick reminder to get more players: Use a thumbnail for your game. Otherwise your game is presented with this grey box. Some great Games are not played because of a missing thumbnail ... You can still change it by editing your submission page :)

![GreyBox.png](///raw/c26/8/z/32518.png)
🎤 Le Don
22. Apr 2020 · 15:10 UTC
@gargantus yea, you might be right about the spark not needing to be recharged. I decided to charge it when changing/restartting rooms, as the player might otherwise be locked (like, starting the room with only 10 energy). I should have recharge it at only max 50 or 75.

@pilarius Dude, I know and I will come to it when I have time :).
Chief141
25. Apr 2020 · 19:07 UTC
I really liked they are game...
JesterSeraph
25. Apr 2020 · 19:43 UTC
The game didn't stand out in any major factor, but overall it felt like a solid game. It's something that's playable, keeps you interested, and upon finishing would feel like you played a full game (which is hard considering the time constraints, so 10 levels is a LOT). It felt like it was greater than the sum of its parts.

Biggest feedback: my friend and I would just let ourselves die to get 75 spark to start a level with, making the spark lifespan more of just a 75/100 timer than a mechanic where we needed to recharge it to keep going. Starting the spark amount on respawn as a lower number (like 35 or 50) would have better incentivized charging the spark to a higher value on the prior level in prep for the next.

Definite big plus though, having a colourblind mode. Huge kudos for that, thank you :)
Fer9001
25. Apr 2020 · 20:11 UTC
I enjoyed the game, I'm always glad to see some sthealt games, I really love the mgs vibe.
It has some problems but nothing that you couldn't have solved if you had more time.
Rongefilet
26. Apr 2020 · 11:17 UTC
I first thought that the movement speed was too slow and that guard's vision not showing were an issue but I quickly realized that it served the NES-aesthetic/MGS homage very well so I ended up liking it, furthermore I found it boosted tension witch in a stealth game is a requirement. (Although, I've seen it mentioned the spark's lifespan is a little too generous.)
I had a really good time completing it, great entry!
🎤 Le Don
26. Apr 2020 · 12:19 UTC
@chief141 I'm glad to hear this :).

@jesterseraph yea, I agree with your comment and I'm not sure if 75 is the right min value when the player restarts the level. I don't want to make it too hard, as there a lot of LD games to play, but making it too easy also hurts the recharging mechanic. I think about adding harder version with a lower number.

Also I'm glad to hear the colourbling mode might be helpful :).

@fer9001 yes, MGS was definitly an inspiration for this game.

@rongefilet Oh yes, I'm going back and forth about adding vision coins, but I think it doesn't fit with the NES-aesthetic I'm going for. I hope the yellow and orange states helps to give a little safety net.
Rongefilet
26. Apr 2020 · 12:37 UTC
@le-don Totally agree on the visual style, and the in-between alert state indeed does a great job at balancing things out. I was thinking maybe just watched tiles highlight to keep fancy lines out of the way, but I fear it might result in a lot of clutter and a messy look in the end.
bjornkri
26. Apr 2020 · 20:05 UTC
Thought the recharging mechanic was interesting, even if not really enforced. A bit unclear when shot as the laser didn't always appear. On the other hand, got stuck standing with my back to a wall with a baddie shooting at the square in front of me without ever hitting :) Still, see promise here, could become a good puzzler.
phantomeniasll
26. Apr 2020 · 20:07 UTC
Liked the game, but it would be nice to have a way to distract guards or at least see their visibility cone.
halflemonstudios
26. Apr 2020 · 20:31 UTC
I liked it very much! Not innovative, but fun to play, great amount of work especially for only one! Although graphics was not astonishing it was OK.
It was hard to navigate into corridors.
Generally a pretty neat one!
🎤 Le Don
27. Apr 2020 · 00:16 UTC
@bjornkri Yea, I think I mentioned it in the describtion, but the lasers really don't work that great. That is one of the things I would redo, besides...

@phantomeniasll ... the lack of abilities, as the player has no real abilities. And I think it is this one, which leads to the game being...

@halflemonstudios ... not that innovative (but hopefully still fun :>). I think adding an additional twist to carrying the spark would also help to this.

I was thinking about having the spark creating a little ping when carried - the enemies would hear this ping, adding a little risk to it and also encourage to put the spark down, which drains the energy faster. But I scrapped it because of the time constraint.

He, love how I could combine your comments :).
NicolasJL9
27. Apr 2020 · 14:14 UTC
Nice game
Odd1In
27. Apr 2020 · 14:15 UTC
I liked the game. It was challenging and fun.
Sigton
27. Apr 2020 · 14:32 UTC
It was surprisingly exciting! Pretty challenging, and the running out of charge thing made it very intense. Great concept, I really like it!
NaBo369
27. Apr 2020 · 14:41 UTC
I really enjoyed this game, simple yet a fun challange. The only thing I noticed is you never really need to recharge the battery because you either make it to the portal or you die really quickly, but that didn't make the game itself any less fun so great job!
Mr_Field
27. Apr 2020 · 17:34 UTC
reminds me a lot of the vr missions from mgs: ghost babel, which was cool to see


charging the spark seems to be useless, unless you're planning on stopping and eating a sandwich or something, i don't think this detracts from the experience at all though

i think the enemy ai is a little funky, them running to exactly where you are once you've been noticed enough gives you no chance of cool-ly dodging them. it'd be sweet to hide under a table while an enemy is coming to my position, but at the moment they just stand infront of the table until you come out.

i also found that sometimes they were able to spot me from weird angles, and could perhaps see me from too far away? getting blasted from off-screen often feels a little cheap ;)

another quick note- i thought the last few stages become much more fun, with the enemies circling around smaller areas and taking relatively clear paths.

:)
🎤 Le Don
27. Apr 2020 · 21:01 UTC
@mr-field Yea, the enemy density in my levels is quite high and therefore it's almost impossible to escape them. I think the timer for the alarm state could be lower.
eduardogacn
28. Apr 2020 · 06:32 UTC
nice game
Vollfeiw
29. Apr 2020 · 09:53 UTC
I pretty like the old Metal gear feel. If only this had the good old panic alert music from it (I know you know what feel i'm talking about). Pretty interesting concept to get with that theme, I like it. The fact that the spark energy decrease make a clever way to force player into taking risk, i love the minimap, well done for that, great design overall.
🎤 Le Don
29. Apr 2020 · 10:48 UTC
@vollfeiw thank you. Yea, the old music would be perfect.
Vollfeiw
29. Apr 2020 · 11:35 UTC
@le-don May i suggest that we listen to that music together ?
https://www.youtube.com/watch?v=iekGOi3IPcE
daria-toni
29. Apr 2020 · 16:10 UTC
Hey, hi! Remember me? I'm here and I really like your game! Very simple graphics, but the process itself is so exciting. Reminded me of early MGS games in some way. I like that you need to do the calculation of how to pass each level correctly. The story is nothing special, but fits the topic. I would really like to hear the sounds in this game (sound like on early consoles maybe?)
Gorypixels
29. Apr 2020 · 20:25 UTC
Loved those old school Metal Gear vibes! Simple but very enjoyable, a great jam entry, well done! :D
guladam
29. Apr 2020 · 20:46 UTC
Well done. Simple, easy to understand, yet captivating gameplay. Really like the art style you picked for the game. Some levels were a bit frustrating for me, but it is a really decent game nevertheless. :)
🎤 Le Don
29. Apr 2020 · 23:31 UTC
@daria-toni Oh, yes, glad you like it :).
Tyfus
30. Apr 2020 · 14:37 UTC
Now this one. This one is fun! The stealth gives the game a lot of tension. Graphically it's really solid. It's not pretty, but the minimalist aesthetic works really well (I appreciate the shadows ^^ ). My only two complaints? The enemies have no cones of vision, which would really help in my oppinion, and you can complete the game pretty much ignoring the tables completely. Still, I had a lot of fun. Great job!

![Untitled.png](///raw/7e4/42/z/339a6.png)
NunoRibeiro
30. Apr 2020 · 20:04 UTC
This game is cute. The animations are nice and the stealth gameplay is solid. Nice entry!
SugarSores
30. Apr 2020 · 22:31 UTC
The graphics communicate clearly what's going on, with some added particle effects on the spark for some polish it would really shine. I would have liked the option for the player to move faster, but they did not feel slidey which is great.
Oh and that sound effect is a little familiar eh? 🐍
VirtuaWorlds
01. May 2020 · 08:42 UTC
I thought the debugging tool was part of the game haha. I was like "oh you divert them away with the sound!" Nice game wish there was some music but otherwise nice work!
🎤 Le Don
01. May 2020 · 09:16 UTC
@tyfus Yes, there's indeed only one table needed. I had to rush the last levels and couldn't properly think about how to use the tables better.

@sugarsores Yea, I think I mentioned it in the description, but that one is part of my debugging tool and wasn't meant to be in the game, but I forgot to remove it. I did remove it in the 1.1 version.

@virtuaworlds Ha, yea, I thought about using it as a ability in the game, but hadn't enough time to do it properly. It could work really well with a cooldown (or once per level charge) and as a code "Orange" distraction (meaning the guards will check out the pinged location, but will be alarmed and search the map afterwards, as opposite to a ceode "Yellow", when guards just check a distraction and go back to their route).
Play-Pause-Games
01. May 2020 · 19:24 UTC
a bit unpolished but pretty well done, maybe not too unique but still fun!
Frozen Spirit
02. May 2020 · 12:39 UTC
Super cool game! I think the colour blind support was a great touch. Knowing how far the enemy can see could really help in some situations and I kind of forgot about the battery until the end because you don't need to really charge it. I do think that the ai is pretty solid with it also have a caution state instead of just the agressive and non-aggresive but it would help if they stopped being suspicous when you go under the table though. Overall pretty solid game. :]
rjhelms
02. May 2020 · 16:51 UTC
The graphics are minimal but work great, take me way back to the 1980s. I agree with others that seeing the guards' cone of visibility would help - over time you get a sense of it, but the first few times I got seen it wasn't clear why.

Really solid overall!
Nuanda79
03. May 2020 · 17:56 UTC
A good stealthing game. I'm sad for missing end at level 10, i hoped in a reward!
thanks for sharing