Berrytales - Fracture Flight by Purrseus

Story
Someone stole the magical fork that held the world together. Now it is shattered and demonic creatures are roaming the apocalypitic landscape. Escape at all costs from this hellish nightmare that some fool brought over the planet.
What to do
Poke the Eyeballs! Save everyone! Don't let your dragon starve! Try to reach The End!*
*Disclaimer: The End is an end condition that you'll propably not see because this game is so very unfinished. Should you fight through though, be prepared for a totally radical dummy screen full of placeholder graphics! (fixed in Updated Version, the game is totally beatable now!)
Controls
Arrow Keys / XBOX-Stick - move
Spacebar / Enter / A-Button - action
Escape / B-Button - pause
There are instructions in-game!

See?
We like to apologize for the missing key feature of boosts based on your dudes. Somehow, the code does not work as intended. But well, that's Ludum Dare, eh? (fixed in Updated Version)
This Ludum Dare, Beebo Studios sadly weren't in one place. However! bastilo entered on his own while Tekses and Purrseus have teamed up to try themselves at their very own first game - this one. In typical Ludum Dare fashion they even totally ran out of time. Like, totally.
Changelog:
Updated Version: - fixed the bug of dudes not giving boni - massive rebalancing - adjusted animation handling, so characters don't wobble around their goal anymore; the hook now can't get lost - taking the front position now lets you look ahead - the new (provisional) game over screen shows how far you made it - game over condition made clearer by being two-step - animation for the ship being hit by enemies - fixed the bug of not being able to close the help screen by pressing Spacebar/Enter
Goals for Version 1.0: - add missing animations, implement unused graphics - make a prettier end screen - individual sound effects for the dudes - new and more varied music - boss fight
Thank you for reading this far! You are a very special person to us :kissing_heart:
Have a fish! 🐟
Credits
Tido - lead programmer and voice talent
Christian - art director (For more cuteness see his Instagram)
IMPORTANT NOTE
The Updated Version represents our vision for this Ludum Dare. If you base your rating off the Updated Version, please consider that your OVERALL and FUN experience will propably be vastly different from our original LD Version. For the sake of fairness, please refrain from rating in that case, at least in those categories.
Of course, you can still download, play and rate the LD Version. If you do, please consider the following: Due to balancing issues with fall speed we advise to directly move to the left station of the ship and poke the dragon until you are at the top! Don't be afraid to hurt this guy! His pain is your gain.
Have fun playing!
Ratings
| Overall | 611th | 3.336⭐ | 57🧑⚖️ |
| Fun | 715th | 3⭐ | 58🧑⚖️ |
| Innovation | 333th | 3.389⭐ | 56🧑⚖️ |
| Theme | 392th | 3.636⭐ | 57🧑⚖️ |
| Graphics | 128th | 4.259⭐ | 60🧑⚖️ |
| Audio | 311th | 3.413⭐ | 54🧑⚖️ |
| Humor | 402th | 3.078⭐ | 53🧑⚖️ |
| Mood | 443th | 3.409⭐ | 57🧑⚖️ |
| Given | 48🗳️ | 56🗨️ |
Thank you for playing! :)
I think this has the the basis for a pretty solid ful game, something where you play a smuggler or some other sort of scoundrel character, travelling around a magical world on your man-eating dragon.
I think the game god a bit hectic, but that's part of the fun, something that could tweaked and fixed out of the jam. Good job!
It was hard to see enemies coming and to anticipate my moves. Maybe the camera needs to zoom out a bit?
Good job making this game anyway! That's a fine entry to the jam :-)
You need to give the safe zone on the start and explain controls in the game (not with HELP in the menu), it's simple casual game, so, it's not a problem. Keep working :P
Solid entry because the concept of bonus to sacrifice fit perfectly the theme
Maybe there are too much character , i test the last version
and maybe its not useful to had the movement of the captain feature there are alreday to much thing to do ;) or make this feature more "easy"
during my game i never had the time to think about witch caracter i sacrifice
anyway it was fun
good job
Apparently I am not very good at this game. I lost all my dudes by the end... oops.
It would have been nice to figure out how the powerups worked on the dudes by some sort of visual aid. Otherwise, it was nice and polished and I had fun playing it!
The updated version is certainly a lot better. There's more feedback, movement is much better both for the blimp and the character on it, and the slowing down music when you near death is much better.
But even the updated version has problems. The later game (around the 95% onwards point) has the screen so full of eyeballs, it's impossible not to get hit. This is made extra frustrating by the fact that enemies can collide with the blimp body to hurt the dragon, which I don't like. The game is giving me feedback that the *dragon* is being hurt, so it doesn't seem right when the dragon takes damage even though nothing's touched him.
I think the game should *either* have fewer of eyeballs in the late game OR have a smaller collision box on the blimp, not both.
Moving between stations is really slow. There's a lot of twitch gameplay in effect here, since you want to quickly swap between feeding the dragon because he's taken damage, then poking him because you're falling, and now you need to grab that person for food later, but oh no we're nearing the bottom the dragon needs to be poked, oh dear he's thin because of damage so run over and feed him and now we need to attack this eyeball!
There's a LOT going on in a short space of time, so for the character to have such a slow movement between the stations makes me feel cheated when I couldn't do something in time, because I had all the intention to do the thing, but I couldn't because the character is too slow!
The effects provided by characters felt so minimal that I barely felt like I was sacrificing anything, and besides, with more people on, you supposedly lose speed. With that in mind, the 'sacrifice' feels less like a sarifice, and almost like an all-round gain. Otherwise, the game felt fun for a while, but didn't really last. Nice creation with incredible art and style. Keep developing :thumbsup:
I was able to do some stuff on the first try but didn't know I could feed the dragon the creatures.
The second run the dragon just fell very fast when I tried to get lower a bit.
I played the LD versio, so maybe that's why.
Concept is very original, though it would require something very brilliant to pull off that kind of control scheme.
First of all, loved the concept! It's super cute (albeit slightly ominous, haha!) and interesting how abitious your scope was for this game - lots of content. I know from the name and style that you guys were behind the last game (please, tell me, do the cherry boy and the briar princess ever get married?! I must know!).
My brain was far too slow to handle everything needed to be done at once. It would have been a lot easier if I could just press left/right once to switch to the three parts of the ship to do stuff, rather than moving. It made things extra confusing. Everyone has mentioned the control issues, I realise.
I also would have liked it if eyes burst in one hit. Having to reaim was difficult, and trying to manage that and keeping aloft and keeping the dragon fed was extremely difficult.
Still, it was an adorable, gorgeous little game and you guys did a good job. The music was adorable as well as the sound, and the art was great. Well done!