Apocalypse Corp by Chipmonkey

[raw]
made by Chipmonkey for LD 40 (COMPO)

apocolypsecorptitle.png

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.

apocolypsecorpgame.png

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

PowerPlant.png 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.

Conduit.png 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.

Miner.png 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.

HeatLaser.png 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.

Surger.png 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

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🗨️

Feedback

SirPumpy
04. Dec 2017 · 04:16 UTC
You owe me a new mouse :))
Odrez
04. Dec 2017 · 11:43 UTC
This is really interesting. It takes a while to find out what the game is actually asking you to do, but once you get a grip at it, it gets fun. I like the slowly creeping storms and the tower-defence mechanics that come with it. However, the game does not make use of its core gameplay that well. Clicking the power button takes too long to generate meaningful income - or upgrades are just too expensive. To give players an early impression on what its like to play the game, things should increase faster. I would suggest increasing money and pollution automatically so that the player can focus on building stuff. The clicker-mechanic didn't add a lot to it and I just couldn't continue mashing my mouse button all the time, despite wanting to build a complex base and see the storms increase to an insane level.

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.
MoseGames
05. Dec 2017 · 02:01 UTC
Needs a toturial.
cerno-b
05. Dec 2017 · 10:16 UTC
An impressive result for a first game. I enjoyed it a lot.

![apocorp.PNG](///raw/9d6/z/d5e5.png)

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.
Jani Nykanen
05. Dec 2017 · 16:31 UTC
The game was a little confusing, some kind of guide/tutorial could have been nice (even a short text in the game page could have been enough)
cerno-b
05. Dec 2017 · 16:41 UTC
@jani-nykanen Look again, there's a tutorial :)
🎤 Chipmonkey
05. Dec 2017 · 17:29 UTC
Tutorial button is on the title screen. :) i’ll Update the post above with some instructions as well when I get home today
Jay2645
06. Dec 2017 · 01:00 UTC
My poor fingers, haha. I had a lot of fun playing this game! One thing I'd like is a way to repair damaged buildings; I know I could delete them and remake them again, but maybe they could drain some of your cash in exchange for regenerating their health.
IllaBom
06. Dec 2017 · 01:19 UTC
The game was very fun for a while. The tutorial is pretty funny well done, I love the art style and sounds. Great job overall 5 stars!

Check out my game if you would like!
https://ldjam.com/events/ludum-dare/40/virus-detected
WoooWooo
06. Dec 2017 · 01:43 UTC
Very very cool game! I dont like clicking so much, but this game sure made it interesting!
PhillSerrazina
06. Dec 2017 · 01:54 UTC
I enjoyed this one! The only improvement I would like to see would be: obviously more structures, and an alternative way to create power, my hand really hurts... maybe space bar too?? And 2 seconds for the surger interval seems way too big so it doesn't feel very rewarding... 0.5-1.5 would be perfect. Great job!
deathray
06. Dec 2017 · 03:43 UTC
I'm really enjoying this! As a fan of Cookie Clicker and Reactor Idle, I found this to be a great combo of clicker + base-building + tower-defense + environmental commentary.

![apoc-corp.png](///raw/460/1/z/dd26.png)
🎤 Chipmonkey
06. Dec 2017 · 04:36 UTC
Loving the feedback so far! I'm getting a bunch of good ideas from everyone. I look forward to working on this more and making it better. Thanks to all who have responded! :)
automatonvx
06. Dec 2017 · 20:26 UTC
Interesting design, feels like it has potential. For me the pacing was a bit too slow, It was fun to begin but it took too long for storms to start appearing to make it interesting and then pretty often they went past me. Also personally i don't find having to do alot of repetitive clicking at all fun, i would rather it just worked on a timer automatically always, i know you can buy the surgers but still.. Obviously could use some polish in many ways, nicer background, info about the pieces when you hover over them, music, nicer font, more kinds of units etc etc. but for 48h you can't expect all that. For a first LD game its really great. I did a slightly similar entry for LD 38 in that it was a combination of town building meets tower defense: https://automatonvx.itch.io/pixel-town (the original LD version was much less complete though) so I can appreciate these kind of things are quite a bit of work and hard to balance and make fun.
KunoNoOni
07. Dec 2017 · 01:23 UTC
First, congrats on submitting your first game to Ludum Dare! I really enjoyed this clicker-tower defense hybrid game. I thought the pacing was good. Tt gave me time to build up before I had to defend myself. I didn't noticed the lack of music to be something that hindered the game as I was focused on making money for that next upgrade. The same can be said for a background as well, but now that I think about it perhaps a green field background would have enhanced the game. I'm sure there are a hundred changes you could make that would make the game better but for what you do have I found it fun and engaging and I applaud you for a job well done!
PeachTreeOath
08. Dec 2017 · 06:54 UTC
I love seeing the consequences of your actions in this game. After I saw the first tornado spawn I was like "oh.............oh this is gonna get crazy". As someone mentioned above, I ended up spending a ton of money building up countermeasures rather than actual mining. I thought the game was pretty fun and only wished there were more towers I could throw out or upgrades. I totally understand you were probably at the limit for a solo project but man the potential is too good to pass up.

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.
candlesan
09. Dec 2017 · 18:41 UTC
This game was super fun! I really like the design and I think this core mechanic has a lot of promise.
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.
shrapx
09. Dec 2017 · 22:19 UTC
Well done on your first submission for ludum dare! Its fun and challenging to try and get some infrastructure going, quite a panic. The clicking is kinda annoying for me though.
Rosik
10. Dec 2017 · 19:41 UTC
First, thanks for tutorial. I love base building, connection mechanics remind me Perimeter and Creeper World. Also i love tension, when storms actually start to ruin your base again and again. Unfortunately I find clicking annoying and prefer more idle gameplay. But your game came out pretty solid, keep it up!
Arputikos
11. Dec 2017 · 12:58 UTC
Amazing TD!
jlreymendez
12. Dec 2017 · 04:08 UTC
This was really great! My only complain is that I would prefer not to have to click the center at all. Let it be automatic and allow me to focus on the strategy.

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!