Sacrifical Flight by zgragselus
Sacrifical Flight is a Ludum Dare 43 entry, with theme "Sacrifices must be made".
Once started you're thrown directly into the game, where you control hot air balloon with crew of 6 people, seeing an island in distance. Your goal is to get to the island with as many people as you can (note. each person has some net worth, whom you save is entirely up to you).
To achieve your goal you can use burner up to 6 times, and if necessary throw people overboard.
Special thanks to Pavel Kouril for help early in the project, when he was available.


Changelog: - Added source code link (Github)
| Windows | https://zgragselus.itch.io/sacrifical-flight |
| Source code | https://github.com/Zgragselus/Ludum-Dare-43---Sacrificial-Flight |
| Original URL | https://ldjam.com/events/ludum-dare/43/sacrifical-flight |
Ratings
| Overall | 920th | 2.892⭐ | 39🧑⚖️ |
| Fun | 1001th | 2.347⭐ | 38🧑⚖️ |
| Innovation | 596th | 3.054⭐ | 39🧑⚖️ |
| Theme | 309th | 3.784⭐ | 39🧑⚖️ |
| Graphics | 314th | 3.919⭐ | 39🧑⚖️ |
| Humor | 798th | 2.227⭐ | 35🧑⚖️ |
| Mood | 740th | 3.014⭐ | 37🧑⚖️ |
| Given | 36🗳️ | 38🗨️ |
However, it's difficult to see how you're doing. The water is moving REALLY fast towards the island which creates the impression that you're moving away from the island. I found this confusing. It was also hard to gauge how far from the island I was, because there's no way to know how big it is. Placing trees or some other props on it that have a guessable size would have helped with this.
Anyway, nice little experience. It looks good, the music is nice and epic, and I won on only my second try! Thanks for this.
Spoiler: it's possible to save everyone. Not sure if this was intentional or not, but I liked that there is a way to beat the game without sacrificing anyone.
@pixelmeal Yes it is possible to save everyone (and was intentional). It's not that easy (because you need to fire fuel at correct time and altitude). I originally thought of adding some other aspects - like distance to island UI, and side wind at different altitudes (gameplay is physics driven).
There was not enough time to implement that.
@roka-josh I had it in previous games, yet decided to exclude it this time. Previously I always implemented it on Monday, sadly I had to be at work for majority of Monday (which meant that it's a no-go for main menu and high score list).
@bootak The water movement doesn't really make much sense (it's just a texture coordinate offsetting with a bit help of DUDV map ~ shaders for effects like water and fire were written during the jam) - adding flow maps could improve this to specify direction of water flow. It should be towards the island (near it) and pretty much none (further from it).
@iamsodarncool Indeed it does (as mentioned earlier - water could be improved). UI for altitude was originally planned, but I threw it out in the end, as I thought it killed the purpose of user estimating height just from looking around.
As for trees/rocks/etc. on the island. I originally had that in plan, yet it would've been quite a lot of art - and it wasn't really possible to make it all on time. So that feature went out as one of the first.
I couldn't tell if I was moving or not. I spent a bunch of time trying to enter various movement inputs and I couldn't tell if it was doing anything. I threw out almost everyone right at the start and spaced out my burners, but it seems like it didn't do anything because I ended up in the water all the same.
Impressive post-processing work in this amount of time! Very intuitive camera control. I would have used a touch less motion control, since I ended up feeling fairly sick by the end.
btw what about source code? would like to study your art :))