Super Smash Berries by masterkrepta

Defend your Berry base from attacking insects with a variety of fighters
GAMEPLAY VIDEO https://youtu.be/Z3GiV-y2Ya4
Prefer brute strength? - Chose the Strawberry, for the one - two punch
Range more your style? - Chose the Blueberry, and throw exploding seeds to keep them off you.
Surrounded? Chose the Blackberry, and spin your way to victory.
There is no win state, this is a survive as long as you can type game.
Made in 48 hours for Ludum Dare 46 - 4/17th- 4/19 2020 Working Time approx. 20 hours
Made with Unity
Visual Studio Blender
Audacity
Affinity Designer
Font - Ninja Garden https://www.dafont.com/ninja-garden.font?
Ratings
| Overall | 902th | 2.962⭐ | 28🧑⚖️ |
| Fun | 912th | 2.712⭐ | 28🧑⚖️ |
| Innovation | 1008th | 2.5⭐ | 28🧑⚖️ |
| Theme | 793th | 3.327⭐ | 28🧑⚖️ |
| Graphics | 748th | 3.077⭐ | 28🧑⚖️ |
| Audio | 768th | 2.292⭐ | 26🧑⚖️ |
| Humor | 433th | 2.94⭐ | 27🧑⚖️ |
| Mood | 947th | 2.479⭐ | 26🧑⚖️ |
| Given | 20🗳️ | 21🗨️ |
Some of the hit boxes and animations were a little ambiguous, particularly on Strawberry's attack. I had a hard time hitting enemies without getting hurt. Mouth-made sound effects are always fun, but it gets a bit repetitive (especially on Blueberry).
Nice work for 48 hours!
@jeremy-ryan I noticed that as well when I did more playthroughs. There are definitely tweaks to be made. I set it up with trigger colliders on the fists of all the characters themselves, so they are hard to control

Overall nice submission though!
What's the trigger for switching characters? It seems to pop up even when there are still enemies around.
I liked the low-poly graphics and sounds :)
(EDIT: Mac users can download it from his itch.io page)
I like the concept, and I like the name reference. I think there could have been a bit more visual feedback. I think it was a glitch, when it asked me to select a character (I guess I died?) my old character would still be standing in the same place. Bot bomb-throwing one was the only one I could attack without trading hits.
The 3d art was the high point, those character models are really good.
@shaolin-dave Thank you for taking the time to do a Mac port! I will upload it and credit you. The character select screen pops up when the wave ends. Originally the plan was to make a standby animation, and transition animation for the inactive characters, So them staying on the screen was intentional.
@fatsheep I think there is a debug tool still in place to let you switch characters, (which ends the wave) , But this is a good idea.
* The melee characters didn't seem to have any way to avoid damage from the bugs. Giving the bugs a half second delay before they 'attack' the player would be useful.
* The bugs were often very difficult to see. Obviously there are going to be a lot of art constraints during a short game jam, so maybe something simple like using more contrasting colors would help. Make the bugs larger and brighter!
* The floor could really use a texture of some sort, or at least a matte material. It often felt like I was floating.
* Audio. I'm sure this was planned and there wasn't time, but adding in a few small bop sounds for the attacks and being hit would greatly help the feedback given to the player.
All things considered, you did a great job for such a short time period! Very impressed this was entered in the compo - I would have guessed it was a Jam game.