Dancing Lights: An iPhone Game Developed By A Siliconera Reader

By Ishaan . February 21, 2010 . 12:28pm

http://www.siliconera.com/wordpress/wp-content/uploads/2010/02/dancinglights.jpg Dancing Lights is a light-illumination puzzle game for the iPod Touch and iPhone, designed by Siliconera reader David Anton (AKA kryptonics), and we thought it’d be nice to give him a little exposure over the weekend.

 

Originally codenamed "Discovery," and inspired by a comment made by Nintendo president Satoru Iwata on a game that’s "played by sound and touching light,” Dancing Lights features a minimalistic, clean presentation, entirely devoid of health bars, scores or anything else outside of the game’s touch-controlled interface.

 

Here’s what David had to say about Dancing Lights.

 

Dancing Lights is an abstract, minimalistic puzzle game for the Apple iPhone and iPod Touch.  It is based on the concept of discovery. 

 

This game represents the culmination of my thoughts on design over the last five years.  I challenged everything from the notion of score to the need for detailed instructions.  I wanted to create an experience which mimicked my first interactions with a videogame.  I had no instructions, nor did I care about a number.  Only two things mattered: the response I got from interacting with the game and the sheer joy of discovery. 

 

The stated goal is to illuminate all of the lights, but getting there is another story.  Will the experience be relaxing, tense, intriguing, or something completely different?  Simply touch a light and see where it takes you. 

 

Dancing Lights is available on the App Store for $0.99. David also shared a few codes with all of the Siliconerites. Grab them while they’re hot.

 

JE6N6KYML496

99XHRFXAAMEK

6PA3L7KW46YY

LNWAP739MXXA

 

< Spencer’s note: If any readers out there want to post about their projects on Siliconera drop us a line. We’re always happy to help out our community! >


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  • malek86

    Sounds pretty cool, and something you really might want to play on a mobile phone. Most of the complex 3D games aren’t really suited to touch controls, and I bet they drain your battery faster too.

    Unfortunately, I haven’t got myself an iPhone, so this is out of my league. Unless you are also aiming for an Android version…

    • http://www.liquid-crystal.biz/ kryptonics

      I don’t have an Android version planned at the moment, but it would be easy to port if the opportunity did arise. I ported a majority of the game over from Windows last summer in about a month.

  • http://myanimelist.net/animelist/OnyxSyaoran OnyxSyaoran

    yai! t6hanks for the code will try it out ^_^

    • http://www.liquid-crystal.biz/ kryptonics

      Thanks! :) Let me know what you think!

  • http://twitter.com/matty_125 matty

    Wow, I didn’t know kryptonics was working on an iPhone game (unless I missed it somewhere).
    “I wanted to create an experience which mimicked my first interactions with a videogame. I had no instructions, nor did I care about a number. Only two things mattered: the response I got from interacting with the game and the sheer joy of discovery.”
    That’s true. I was too young to read and comprehend about stuff like getting Avatars in Ultima IV or that you weren’t supposed to hit the robber in Deja Vu – but it was fun doing it.
    Sadly, I don’t have an iPhone, which is too bad ’cause if you saw my comment on Platinum’s countdown article you know I love me some dots and lights. The concept is interesting and deserves a look – thanks for sharing.

  • Soma

    Amazing! Sounds like an excellent game.
    Once I pick up an iPod Touch, I will be sure to buy this game.

    “Only two things mattered: the response I got from interacting with the game and the sheer joy of discovery. ”
    I wish that more game developers thought like this. =)

  • keriaku

    This game is really interesting. At first the game seemed really minimal, and there didn’t seem to be much strategy, but as I spent more time with it and figured some stuff out, it really started to feel like I gained control over the game.

    Here’s a couple things I found for anybody that’s interested. Maybe this would be considered spoilers for a game like this…?

    - When you hold the shining indicator light, all the possible lights you can touch light up, even if they’re originally blacked out.
    - When you make a move, the indicator light is going to reappear in the column or row that you touched a light in. For example, if you touch a light in the horizontal direction, the indicator will appear (randomly?) on one of the spots in that row. Likewise, if you choose a light vertically, the indicator will reappear in a spot in that same column.

    It was mostly the second point that gave the game some strategy, since it let me start to vaguely control when it’s going to show up again and subsequently let me plan at lighting up certain blacked out spots. The first point just made the whole experience slightly easier to handle/less frustrating.

    I like it, the whole ambiance and visuals are awesome, keep up the good work!

    The only problem I’ve found so far, is the lights could be the slightest bit bigger, cuz there were a couple times where I accidentally hit the wrong spots and ended up having the restart the level. But even this isn’t a big problem, though I wonder what this game would be like on an iPad :P

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