About Sparky


Sparky's Trophies

Hey Look, Cowboy Boots! Award
Awarded by winferno
on May 26, 2010
The Trophy Is Not Cheese
Awarded by HybridMind
on September 2, 2009



agj says ...

Interesting! With more focus on usability, this has the potential to be great.

Arowx says ...

Novel, found the blurry/pixellated graphics (organic?) a bit odd but agree with agj!

Endurion says ...

Nice take.

Somehow the yellows seemed to be the enemy and the cyan ones my allies?

FourbitFriday says ...

Liked much, would have enjoyed more with toned-down static, but I told you that already. Highly enjoyable otherwise.

Tenoch says ...

Ran very slow on my machine, with all these pixel calculations. Not always sure what's happening, despite the explanation, but it sure looks good, and the sound vibrations were great.

Doches says ...

Very cool. It'd be nice if there was some sort of level structure, and if the difficulty advanced. Once I got the hang of it, it was pretty easy -- and nothing changed after that. Nice effects, by the way; the organic pixels work really well.

Frimkron says ...

I really enjoyed this. The simplistic graphics hide quite a deep element of strategy

lucasshrew says ...

nice!...i like the whole concept and the pixel effects are really good. I hate the static in the main menu, i can´t even read the explanation.

Morre says ...

I really like the concept, but the the difficulty needs to be balanced some. As I've already said, something to encourage raids into enemy territory, paired with increased difficulty, would've made the gameplay last longer.

While I like the graphics, I think it's too hard to distinguish the player from the orbiting purple dots. Perhaps the player should be bigger or in another color entirely (white?). I also think I agree with Xion in that there is a bit too much static.

Some of these issues have already been addressed in the post-compo version, which is a clear improvement of the final version.

I'd actually like to see this turned into a full game, with more features being introduced as you play (every one or two levels or so) - it could make for great strategic gameplay. Also, I wonder how this would work in multiplayer!

Well done! :)

olberg says ...

Little tuning and polish and this could be a fun game :)

nilsf says ...

Cool game. Looking forward to the next versions.

int10h says ...

I really enjoyed this. I'm going to carry on playing it for a bit.

KareemK says ...

awesome esthetic. great gameplay. :)

noonat says ...

Great game. I'm rating on the compo version but here's feedback on the post-compo one, as it's vastly improved...

The intro levels did a good job of helping me learn, but I was still a bit confused for a while as I couldn't easily read the menu help and skipped it. In game text pointing at things and telling me what they were might help.

The gameplay is pretty fun. I wish the enemy were smart enough to try to gang up on some of my spawners. I felt overpowered most of the time.

It's WAY easier to see what's going on in the post-compo releases, but I have to say I miss the aspect of not being able to see what's going on inside of an enemy tile. It gave a good sense of danger in the original.

Hope you keep working on it, it has a ton of potential!

erik says ...

Most of the feedback that I have has already been addressed. Nice job. I plan on checking out the post-compo version.

YourNakedUncle says ...

Rating the comp version, instead of the post-comp.

Neat little game, love per pixel stuff in flash. Echoing the hate of the main menu.

muku says ...

This game has strikingly unique visuals (even more so considering that it's a Flash game). I haven't quite figured out whether the whole green/red tinting of tiles has some bearing on gameplay or it's just for effect. I'm wondering why you eliminated the blurring and smearing from the post-compo versions, as I thought that's what gave the game its distinctive style?

Gameplay is quite compelling too, once one figures out how to play (which takes a while). Mostly it was quite easy, and I'm not sure how much depth it really has, but it certainly was enjoyable. An intriguing entry in any case.

Wait, one thing... I couldn't find any wall of doom in this...?

Cagey says ...

Really fun game. I played it for longer than I am happy to admit :P I just love the character that each entity displays. It makes the little pixels seem way less digital and way more biological.

HybridMind says ...

I didn't even realize there were instructions as it was so grainy on the title screen. So first time I played I didn't know about planting eggs for allies. Still made it to level 3. The visual style is quite interesting if white noise could be called a style.. ;) Having no idea what was going on and not having read instructions I enjoyed trying to piece together what the heck I was supposed to do. It became fairly obvious though through the gameplay so that is good. The only sound effects I could hear were occasional static hisses? Anyway, seems like a fairly interesting entry and kept my attention for a bit.

Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

Density Issues

Posted by
Thursday, April 23rd, 2009 10:55 pm

This update addresses places some limits on density and unit counts, to address problems with the density getting out of hand in longer games. Two of the levels in the campaign have also been altered- one to make it more varied and reduce travel times, and another to keep the difficulty level more consistent.

Play Here

Update: Newer Build

Less Poisonous

Posted by
Wednesday, April 22nd, 2009 5:13 pm

Okay, I’m calling the game done. The biggest addition is a campaign of semi-random levels which introduce the game a bit more gradually. I’ve also added in some special case rules that help regulate the game a bit and keep it from breaking quite as frequently. This build also includes a few small graphical changes. After playing through the campaign, the game creates an endless string of more random arena levels. Here are some directions:

Purple creature- this is us!

Red creatures are enemies.

Green creatures are our allies. They produce two types of helpful offspring:

Purple followers can be collected for additional firepower.

Green eggs can be gathered and planted to make new allies.

<arrow keys> – move

<space> – plant eggs

Our character fires and heals itself automatically.

Play the game

Edit: Updated Version (fixed a sound glitch)

Edit again: A New Version (fixed a couple bugs that affected creature reproduction)

These are two examples of the new levels:

A more recent build

Posted by
Tuesday, April 21st, 2009 2:09 am

This is a more recent build of my Ludum Dare 14 entry. It includes several bug fixes, a significant improvement in the AI, and a new enemy type. The visual effects have also been toned down to the point where it should be almost possible to tell what’s going on.

I think at this point the most significant issues with the game are the unreliable level generation, lack of optimization, and the steep learning curve.

Play the game

We Control the Purple Creature

Posted by
Sunday, April 19th, 2009 6:49 pm

Hurrah, at last I am done!


  • We control the purple creature. Use the arrow keys to move.
  • The large yellowish green creatures are your allies.
  • Collect followers (other purple creatures) for more firepower.
  • Collect blue eggs. Plant an egg with space to create a new ally!
  • Take over the board to win.

Play the game

Not Exploding

Posted by
Sunday, April 19th, 2009 2:13 pm

This morning I started playing with the visuals, and got sucked into a vicious cycle of tweaking graphics, then playing the game to see them. After a couple of hours of this I realized I wasn’t getting anywhere and decided to move on to the sound. It looked like this- I liked it, but it was quite unplayable:

After working on more essential bits for a while , I returned and toned the effects down to this level:

An Unexpected Snowstorm

Posted by
Saturday, April 18th, 2009 11:36 am

So the design of the game is fairly established now. It looks like the core mechanic is a food chain. There are different varieties of little creatures which occupy various niches. All would be well in the world, were it not for the sudden arrival of DOOM in the form of an explosively reproducing foreign species…

I was trying to get the first projectiles into the game, and ended up with a rather unexpected snowstorm instead:


Currently there are invaders (red-green) and one form of sessile predator (orangey) in the game. All life forms heal over time, and the invaders use this to their advantage by withdrawing outside their target’s firing range briefly if their health dips too low. There’s no player character yet.


The next thing to do is get some sort of plankton- or barnacle-esque life form into the system- something low level that doesn’t eat anything, and simply provides food for other organisms.

Language Choices and a Very Empty Screen Shot

Posted by
Friday, April 17th, 2009 8:06 pm

I’ll be using ActionScript 3. I’m uncertain of what I’m making yet, but here is a very desolate first screen shot:


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