Sparks Of Light by Barwani
Wield the Sparks of Light to pass the perilous trial that lies ahead of you! These Sparks are your only offense and defense, sacrifice them at your own risk!!

As a Spark wielder, you are able to control the mystical Sparks of Light at your own free will. These sparks are your greatest offense, and your greatest defense. However, they are not resilient, and will dissipate after being hit. Can you keep yourself alive along with your Sparks of Light? Or will you sacrifice them to protect yourself?
Credits:
Sprites: CQNPVR
Music: HyperSpace
Gameplay: Barwani
SFX: HyperSpace + Barwani
Level Design: PurplDude
Tileset: Mythical Dungeon Tileset by armisius (https://armisius.itch.io/multi-size-mythical-dungeon-tileset)

| Youtube | https://barwani.itch.io/sparks-of-light |
| Original URL | https://ldjam.com/events/ludum-dare/46/sparks-of-light |
Ratings
| Overall | 1555th | 3.35⭐ | 22🧑⚖️ |
| Fun | 1331th | 3.263⭐ | 21🧑⚖️ |
| Innovation | 1433th | 3.184⭐ | 21🧑⚖️ |
| Theme | 2317th | 2.895⭐ | 21🧑⚖️ |
| Graphics | 1689th | 3.263⭐ | 21🧑⚖️ |
| Audio | 1041th | 3.211⭐ | 21🧑⚖️ |
| Mood | 1415th | 3.289⭐ | 21🧑⚖️ |
| Given | 33🗳️ | 13🗨️ |
Despite that, what little i have seen from this game looked really good.
Nice art, fitting music and good explanation of player controls.
~ ugghmaster from @WeAreDev
Light2Ds in Godot are a massive performance hit, I found the game to be a bit laggy because of it. You don't seem to be doing anything fancy with the lighting (occlusion or shaders) so it would be a lot more performance friendly to fake a lighting affect with shaders.
My biggest issue is that enemy projectiles are extremely fast. So fast that I actually didn't realize that they even shot projectiles until several levels into the game. Enemy projectiles are typically a lot slower and very noticeable to allow the player the chance to dodge them. I found it almost impossible to dodge the projectiles and thus gameplay was mostly a matter of luck.
Because of this I found the 7th (I think) level to be too difficult. There's not a lot of room to manuever around and with the projectiles, I eventually had to give up.
Collision with enemies is also a bit odd. There's a lot of empty space between you and the enemy.
@rk3Omega Thanks for the review! the collision thing isn't actually collision, I've programmed the enemies to try and make distance from the player. The projectiles should definitely be slowed down. I'm probably going to get rid of the light2d nodes If i make a new build.
Thank you both for playing!
My main comment is that the most viable strategy was to keep the sparks far away from you all the time so that they never get hit. Having to dodge the enemies was still a lot of fun, but I never had to worry about moving the sparks. I think you could have more types of enemies to force the player to vary their strategy throughout the game (like maybe enemies who teleport close to you and encourage you to bring the sparks closer).
@vaizaragorn Good to hear! Thanks for playing!
@forgeronstudio Thanks for the criticism! I'm definitely considering continuing this project, so I'll take this into consideration.
@whismirk Thank you for the comment and for playing! I'll consider it when I continue the project.
@gonzako i made an HTML5 build but it runs too slowly.
I usually don't like to just tell that the mechanic isn't very fun and doesn't work without offering some solutions. I pretty much think that any mechanic can be made work with enough tweaks and fine tuning. But I'm kinda drawing blanks here. Well first of all, it needs to be slowed down a lot so you can actually try to time things correctly. I think just slowing down the spark rotation and enemy projectiles would do the trick here. Or are my old man reflexes just too slow for this kind of game? And yeah, as someone already has pointed out, enemy variation would be good too. But you can't really just do cookie cutter enemies (like the current fish kinda is) in a mechanic driven game, you need to design them around the mechanic to compliment it and pull forward fun/clever different uses for it.
The tutorial straight up lied few times...
"Use a spark and you lose it..."

"You must kill everything to go to next level..."

There was this minor visual glitch where the low health flashing didn't reset properly...

But yeah, it was quite a fun little game. Of course as I already mentioned, the mechanic isn't really encaging and doesn't have enough depth in it but it did have the wings to carry through those few levels of content that the game currently had quite easily.
Anyways, good job! :thumbsup:
The hit effect felt impactful !
The sound effects were also on point !
Greato Jobu!