Apokalipsa by srakowski

Apokalipsa
Apokalipsa (pronounced Ay-poh-kah-leep-sah) is a .. I am not really sure how classify the genre. As a survivor of the recent apocalypse you seek to take back and settle the city of Kasprzak. You win the game if you can settle 30 a total of 30 survivors. You lose if everyone in your group dies.
I haven't had much time to see if the game is balanced okay or not. This game may be quite difficult or quite easy. I'm hoping somewhere in the middle.
Written in C# MonoGame.
Issues/Changelog
NOTE POST-COMPO-CHANGE: I did tweak things just a little bit so that ammo would drop more because it wasn't dropping enough to warrant needing 3 to upgrade a fighter. In retrospect you get enough food every time that the medical cards are basically useless :P Please rate keeping in mind the original build was a bit more difficult.
0 and 8 look too similar in the font I shouldn't have included the dot in the middle.
Controls
Use the Arrow Keys and Enter Button
Gameplay
Every turn as 2 to 3 phases.
Movement Phase
In phase 1 you move your group. The outskirts are rural, that moves to suburban and urban as you move to the center. Rural tiles are lower risk and take 3 survivors to settle. Urban tiles are the most risky but will settle 9 survivors. Once you settle a tile you may move through it freely. Otherwise every tile change triggers the next phase...
Action Phase
In this phase you face a situation. You can respond by fighting, looting and running, or just running. Each action has risk of consequences

Fighting
This is the most risky action and always carries the chance of a death to the group. If you fight you will always receive the scouted resource cards. Fighting is the only way to make it to the 3rd phase.
Looting & Running
In this action you will get at least 1 of the resource cards, at random. This carries the same risks as running, but carries with it an additional risk.
Running
In this action there is risk, but no reward outcome. Usually, the risk will be less than fighting. With both running, and looting and running,* you will lose 1 wellness point and immediately go back to the Movement Phase.
Resource Cards
Every Action Phase will have a number of scouted resource cards. These are the resources you'll get if you fight or may get if you loot & run. Resource cards are used to buy things in the Resting phase.
Risks & Consequences
Every action has associated risks with known consequences. There are 3 consequences:
- Death: Someone in your group will die
- Injury: You will lose an additional wellness point
- Damage: You will lose resource cards
Resting Phase
If you Fight you'll enter the Resting Phase. In this phase you can use the resource cards you have gathered. You can restore wellness points. You can upgrade one of your group to a fighter. Or you can settle the tile you are on.

Wellness Points
Wellness points are a hunger clock of sorts. You need to keep your wellness points above 0. If you do not keep them above zero then members of your group will desert your group 1 per turn until your group is no more. use Food and Medical cards to increase these during the Resting Phase. Running diminishes your wellness points through attrition.
Fighters
To settle a tile (see below) you will need a special class of survivor called a fighter. These are indicated by the use of green. To add additional fighters you need to collect a weapon card and 3 ammo cards.
Settling A Tile
Settling tiles requires you to have enough members of your group to settle the tile, including the required number of fighters, building materials, and food. The cost of settling is dependent on your map location. Rural has less cost, urban has more, suburban is in the middle. When you settle a tile, the members of your group leave.
When you are done with the resting phase you may return to the Movement phase.
Game Ends When...
The game will end if you either complete the mission of settling 30 of your group, or if everyone dies or deserts the group.
A note on theme usage
The original design for this game called for other factions to attack your settlements (the more you have). Due to time constraints I opted instead for the size of your group to adjust difficulties. It will be more costly for you to run or loot and run when you have a large group. However, it becomes less risky to fight. I wish I had more time to incorporate the theme better.
THANK YOU FOR PLAYING!
| Windows | https://github.com/srakowski/LD40/releases/download/LD40/Apokalipsa.zip |
| Original URL | https://ldjam.com/events/ludum-dare/40/apokalipsa |
Ratings
| Overall | 160th | 3.694⭐ | 20🧑⚖️ |
| Fun | 280th | 3.421⭐ | 21🧑⚖️ |
| Innovation | 103th | 3.711⭐ | 21🧑⚖️ |
| Theme | 590th | 2.75⭐ | 20🧑⚖️ |
| Graphics | 268th | 3.474⭐ | 21🧑⚖️ |
| Audio | 275th | 3.118⭐ | 19🧑⚖️ |
| Mood | 89th | 3.658⭐ | 21🧑⚖️ |
| Given | 22🗳️ | 18🗨️ |
The presentation's solid. All the graphics are clean, the UI is very legible, and the music and color scheme provide a good sense of ambience.
I would like to see what resource card I lose when I get a damage consequence. I probably could have done some counting to work that out but it didn't feel worthwhile.
I lost my first playthrough because I went straight into the city, but the second time through I stuck to the outskirts of the map until I got enough people to venture inward. This proved a much more effective strategy.

Nice work all around.
Apokalipsa is proof the RNG gods can be truly unkind. I lost count of how many times I was excited for the chance to loot ammo only to have the bullets taken away by random chance damage. But it's that kind of gameplay that keeps me coming back for more :stuck_out_tongue_winking_eye:
Venturing into risky territory had me genuinely worried for our safety. I love it when a game can evoke that kind of emotional response!
This nod to Mike is highly replayable and a lot of fun. Nice work, @srakowski!
I was able to beat the game on my first try, but it was a close thing, which was exciting =). I felt like the placement of settlements and the movement on the map was a little unneccessary - didn't seem to matter where I placed them and really it was just me choosing "option 1,2,3 for risk/reward tradeoff" - map could have just been a line of 3 squares you moved between. However, it seems the game might feel even more contrived without a map... So if there was just a little something to it - maybe settlements giving bonus items if you go revisit them, or if looting the same place a second time gave less, I think it would have made the map mechanic really tie things together, instead of feeling like random wandering. At least, I'm assuming where I was didn't matter on the map, I didn't seem to get any worse loot from re-looting.
Overall, was a lot of fun though =).
Something different from the vast majority of games being kind of 2d-3d platformers. Has some nice strategic touches so you can't actually press enter all the time and expect to win hehe
music was chill and the art style was also its own class.
Nice entry!
I hope that you will keep developping it ;)
You managed to present rather complex mechanics in a very simple way. That's impressive.
It's apity the theme wasn't really implemented, but good work anyways.
Overall, great work!