December 13th-16th 2013 :: Theme: You Only Get One

[ Real World Gatherings | Ludum Deals | Warmup Weekend ]

Back to Browse Entries

Light of Happiness

by Katamori - 48 Hour Compo Entry

Light of Happiness is a superminimalistic, mouse-only, pseudo-artistic...ehm...reflex game? I think so.

You have to use your left mouse button only. BUT BEWARE: YOU HAVE TO USE IT VERY OFTEN!!! (I'm not joking, prepare your LMB :P)

Theme: You Only Get One...well this game uses only one input (mouse), only one colour (white) - but in 8 shades because we can, and tells that we get only one single and superior purpose in life: happiness.

So...make it out as you wish, I think the game is related to the theme.

My original plan was too complex and buggy, but I already wasted 20 hours for that. However, I couldn't just sit on my ass and waiting, so I created Light of Happiness WITHIN SIX HOURS OVERALL! Please, think about it, when you rate tha game.

The game uses 8 shades of gray overall. No, it's not worse than the novel with a similar name.

Downloads and Links


Ratings

Coolness92%
#213Mood3.23
#317Innovation3.17
#618Theme2.65
#625Humor1.96
#720Audio1.78
#787Graphics2.31
#835Overall2.56
#882Fun2.24

Comments

PaperBlurt says ...
Dec 16, 2013 @ 2:53pm

More text adventures! Nice!

Katamori says ...
Dec 16, 2013 @ 3:28pm

@PeperBlurt: In fact, I didn't plan this game for a text adventure, but glad you enjoyed it =)

headchant says ...
Dec 16, 2013 @ 3:28pm

Very interesting concept, but it might be a bit harmful for the left mousebutton ;)

mruno says ...
Dec 16, 2013 @ 3:44pm

Interesting game with an interesting concept. It hurt my hand a lot though :P

DST says ...
Dec 16, 2013 @ 4:24pm

Nicely done! Text adventures in Love? Why not ^_^

kyyrma says ...
Dec 16, 2013 @ 4:27pm

Interesting game. Good work on the descriptions between the stages.

etabubu says ...
Dec 16, 2013 @ 4:29pm

Interesting idea and important topic. Would have loved to seen other implementation on the mouse input though, more friendlier to my finger ;)

SketchyGalore says ...
Dec 16, 2013 @ 4:34pm

Thanks for leaving a nice comment on my game; I had to stop by and do the same :) And I was feeling a little down so a game about happiness was interestingly-timed! I think I might have to dig into the source so I can re-read the interesting essay within... without hurting my hand again ;)

scriptorum says ...
Dec 16, 2013 @ 4:35pm

Nice. I found the contrast between descriptions of happiness and laborious clicking to be amusing. ;)

Katamori says ...
Dec 16, 2013 @ 4:51pm

Thank you all!

@scriptorum: No one said that happiness is easy to reach! =) also, I tried to implement more similar metaphorics elements, with more or less success.

@SketchyGalore: thank you, Mr. Baffleman! :D sadly my game is not that "actionful" as yours, but I'm glad you enjoyed it.

Nik Sudan says ...
Dec 16, 2013 @ 5:45pm

Nice idea, but I can't feel my finger now :P

GravityScore says ...
Dec 16, 2013 @ 5:49pm

Interesting!

josefnpat says ...
Dec 17, 2013 @ 5:42am

Very interesting. Lots of clicking!

supremefist says ...
Dec 17, 2013 @ 8:05pm

Nice message, but my finger hurts now :)

donaldducky says ...
Dec 17, 2013 @ 10:01pm

I tried to play this (downloaded Love 0.9 to play other games) but it crashes:

Error

main.lua:135: attempt to call field 'drawq' (a nil value)

Traceback

main.lua:135: in function 'draw'
[C]: in function 'xpcall'

Katamori says ...
Dec 17, 2013 @ 10:43pm

@donaldducky: I used an earlier version of LÖVE for creating this, so it was never tested on 0.9 version. Try to get 0.8, that should work IMO.

viinnyk says ...
Dec 17, 2013 @ 10:44pm

looks and sounds really nice, however i can't figure out how to play. All I have is a ball floating in space...

viinnyk says ...
Dec 17, 2013 @ 10:45pm

honestly I can't tell what I have to do

drkrunk says ...
Dec 18, 2013 @ 9:54am

This was interesting, neat concept. Good job.

ian_snyder says ...
Dec 19, 2013 @ 12:46am

Interesting, and I do laud you for making something in 6 hours :D I don't really understand what I was doing other than clicking as fast as possible in the same areas, though :P I like the writing, would be interesting to see something from you that was more focused on that.

Paco says ...
Dec 19, 2013 @ 12:48am

Well,
I must tell you, I hope you understand: I was interesed by the text and ideas, but I can't really give you a good score.
But, I didn't wanted to just do that. So I'm leaving a comment, (an useful one i hope) to compensate, maybe.

I really like when games open doors that are usually ignored or taken lightly. Happines is a very heavy topic actually and you have several ideas, some of them I concurr, others not so much. In any way, I must confess I was a little disapointed by the game itself. I understand the limits you got, and I celebrate your attempt to cover the topic in this challenge.

I think you weren't able to carry the ideas presented in text to the game... I guess you noticed that too, so I propose to you a challenge/technique, next game write these ideas, these text down... but do not put them in the game, and try to translate them into gameplay alone. I do not have a problem with text, but ¿What if the ability to write down the concept free us from the obligation to gamefy it? You know, limits (self-limits too) are great for learning new things, new ways... Maybe you are used to write more than design games... (maybe, i cant really know) so, if this is the case, you could force yourself to not write at all (only because you can write)...

Well that is a proposition you can dismiss, of course, I hope you understand my real message: I look forward to your next game, and i know it will be better.

PD: sorry for my bad grammar, i hope the comment is still readable

ReactorScram says ...
Dec 19, 2013 @ 12:49am

At first I was very confused, I thought I was supposed to click on the tiles that flashed. Then I reread the rules. I don't see any tiles marked by colons, but they are marked with commas. By the end, it was pretty easy because I would just make a square that took a long time to degrade. The cellular automaton was fun to play with, but the text was a little hard to understand.

scoopsy says ...
Dec 19, 2013 @ 1:19am

Not able to get it running, but it looks neat.

Katamori says ...
Dec 19, 2013 @ 1:23am

@ian_snyder: Actually, you're not doing anything else! Squares are metaphoric implementations of aspects of your life, and clicking means taking care of them - consequence: they are getting brighter. Light means happiness and good things in this metaphoric meaning.

@Paco: I think I could get the matter: you miss the real implementation of metaphoric elements. You are perfectly right! I wrote my idead but at the end I couldn't add much to this "click-on-tiles" stuff.

Probably my mistake, I don't want to blame short perioud of time for everything - I'm not even permitted to do so.

Also, thanks for the long-long comment!

@ReactorScram: colons vs. commas - ARGH, damn, my bad grammar! It may be the reason also that you could barely get the texts. I hope you still enjoyed this little game o' mine!

chiguireitor says ...
Dec 19, 2013 @ 1:40am

My poor poor poor LMB. Nice mood and very easy to understand mechanics.

MrTedders says ...
Dec 19, 2013 @ 4:06am

haha oh geez i read the complaints about hand and lmb and now i understand. Interesting concept you got goin here.

JaymeeMak says ...
Dec 19, 2013 @ 4:09am

I really enjoyed the mood of the game and the message you were trying to convey. The gameplay itself was a little simplistic and could have used a bit more clarity in explanation, but I see where you were going with it, and the attempt turned out quite nice. My finger is kind of sore now though. Good job!

Coblynau says ...
Dec 19, 2013 @ 8:57pm

Fascinating!

Spelchan says ...
Dec 20, 2013 @ 11:40pm

Too much clicking.

badlydrawnrod says ...
Dec 26, 2013 @ 8:02pm

Argh, my carpal tunnel is playing up. Some of us are out of warranty you know.

You must sign in to comment.


IMPORTANT NOTE: If you want to place in the final results, you NEED votes. The easiest way to get votes is by rating other games. Judging lasts for 3 weeks following the end of Ludum Dare. For best effect, rate 20 games as soon as possible. Rating more games is encouraged.

MORE TIPS AND DETAILS AT THE BOTTOM OF THIS PAGE

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate about 20 games to improve your visibility.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs (http://mysite.com/mygame.zip) and you will show up.

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crash or win condition bugs after the deadline (in a sense, like “porting” to support more players). We also allow “typo” bugs. I.e. A true that should have been a false, a word that should have been a different word, very tiny changes that you would have caught if you had more sleep. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just things you messed up last minute. Typos.


[cache: storing page]