Apocalypse Corp by Chipmonkey

Hello fellow game designers! This is my first submission to ludum dare, and I have to say I'm quite pleased with the way it turned out! The game is a tile-based building game where you try to gain as much money (or last as long) as possible. By expanding your mining network, you will gain more money to help you expand further. However, the machines you take advantage of also cause pollution, and this has very negative effects on the environment. This comes in the form of tornadoes that will come and destroy your mining network.
See how long you can last before the tornadoes destroy your empire!
About the Game
Apocalypse Corp was inspired by 2D tile-based builder games and the clicker mechanic from cookie clicker. By combining the two, I hoped to achieve a unique experience where you looked to improve click efficiency while also having to think strategically about building placement. The storms in the game were an extra addition that I hoped would fit nicely with the theme of the contest: the more you have the worse it gets. The announcement of this theme spawned the idea of having pollution as a byproduct of building that would make the experience more difficult.

How to Play
On the title screen of the game, there is a quick slideshow of a tutorial that briefly explains concepts within the game. Here I'll go into a bit more detail. The purpose of the game is to last as long as possible, build the largest grid, make the most money, and/or get the highest pollution level you can before you succumb to the incoming onslaught of storms. Once you lose your central power plant, the game is over and you lose.
Buildings
The power plant is the most important structure in the game. You cannot build any more and if it gets destroyed you lose. You generate power for your grid by clicking the power plant. This sends a "surge" of power that allows for certain buildings to perform their given function.
The conduit is responsible for carrying power to any of your structures. ANY BUILDING MUST BE ADJACENT TO EITHER A CONDUIT OR THE POWER PLANT IN ORDER TO WORK! Choose carefully where these are positioned! Try not to block in your conduit network with buildings! You need to be able to expand your conduit network further out to power buildings that are farther away.
The miner is the way you make money (thus granting the ability to buy more structures) in this game. When this building receives a surge of power, you will make $1. It also produces pollution at the same time which will cause larger storms.
The heat laser is your means of defense against the storm. A pulse from the power plant will "charge" the laser. A laser must have enough power charged up to fire at nearby storms. Each click generates 2 power (max 100) and each shot by a laser takes 20 power. The laser cooldown is 3 seconds.
The last and most expensive structure is the surger. This will automatically pulse every 2 seconds as a way to automate your power grid.
Controls
*Buidling:*
Select a building to build using the buttons on the UI or one of the hotkeys (see below) Click the space on the map where you want the building (you must have enough cash for this operation to succeed)
*Camera:*
You can use your mouse's scroll wheel to zoom in and out.
Moving your mouse to the edge of the screen will translate the camera laterally.
*HotKeys:*
[ 1 ] - select a conduit for building
[ 2 ] - select a miner for building
[ 3 ] - select a heat laser for building
[ 4 ] - select a surger for building
[ D ] - destroy the selected building (DO NOT CLICK THIS WITH THE POWER PLANT SELECTED OR YOU WILL LOSE)
[ LEFTSHIFT ] - When building, holding left shift will let you place multiple of the selected building
| Source code | https://github.com/jspearman3/ApocalypseCorp |
| HTML5 (web) | https://chipmonkey0.itch.io/apocalypse-corp |
| Original URL | https://ldjam.com/events/ludum-dare/40/apocalypse-corp |
Ratings
| Overall | 189th | 3.643⭐ | 23🧑⚖️ |
| Fun | 144th | 3.667⭐ | 23🧑⚖️ |
| Innovation | 111th | 3.69⭐ | 23🧑⚖️ |
| Theme | 53th | 4.167⭐ | 23🧑⚖️ |
| Graphics | 410th | 3.119⭐ | 23🧑⚖️ |
| Humor | 241th | 3⭐ | 18🧑⚖️ |
| Mood | 198th | 3.368⭐ | 21🧑⚖️ |
| Given | 24🗳️ | 25🗨️ |
Overall I am a big fan of the idea. The execution needs more work in terms of pacing, visual feedback and graphics. But all in all I think you have created a great prototype.

There are a number of things to like. Maybe it wasn't that strictly intended, but there is a socio-economic commentary in that the player gets the feeling that at one point all the money you earn is eaten up by countermeasures against the natural disasters you create.
On a less serious note, the game is quite fun to play. Using number hotkeys was a great idea which improved playability a lot.
**Some room for improvement:**
I don't think the Surgers were very useful. They automate your cash flow for sure, but you can never really get rid of the clicking because the Surger reload for the Heat Lasers was too slow. And when you have to click anyway, you can simply go without the Surgers, which I quite successfully did.
Instead of manually destroying the buildings, it should be possible to sell them to earn a bit of cash back (based on the damage of course).
It would be neat if there was a repair button, either as an on/off switch or as a second clicker. Either have each repair action cost money or add a repair building type (or both).
The most problematic issue though is that the Heat Lasers' range seems to be computed based on the center of the storm which not only makes little sense in the logic of the world, but it also makes the game unplayable later on because the storms get so large that you can't even hit them anymore.
Overall I think you can be proud of what you made and I would encourage you to continue working on the idea, maybe by adding more building types.
Should you keep working on the game to fix the range issue, let me know. I would like to test how far I can take the strategy I've come up with.
Check out my game if you would like!
https://ldjam.com/events/ludum-dare/40/virus-detected

Moodwise, despite not having music there, I'm going to rate this very high. The first RTS I played was Dune 2 and I can't help but reminisce about that game when I play this.
At first I didn't realize that the lasers charged up based on clicks as well but it makes sense.
I like the tension between wanting to figure out how to lay out your base for money generation vs. conduit efficiency vs. defence against storms. This was a very interesting tradeoff.
As an addition I would maybe like a building that generates polution but fixes your buildings. That might be interesting.
Solid use of the theme here, congrats!