Apokalipsa by srakowski

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

Capture.PNG

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

Capture2.PNG

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.

Capture3.PNG

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!

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🗨️

Feedback

amras0000
05. Dec 2017 · 20:29 UTC
I'll admit I was intimidated at first by the instructions in your description, but the game explains itself well enough. There were a few mechanics I wasn't clear on, mostly to do with the risk assessment. Each consequence had a number next to it, and I assume higher numbers were more likely (maybe as a percentage chance?) but I couldn't tell what was influencing the numbers, or if they were entirely random.

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.

![win.png](///raw/b39/1/z/dac3.png)

Nice work all around.
🎤 srakowski
06. Dec 2017 · 00:57 UTC
@amras0000 thank you for the comments! I had intended to show everything you lose on acceptance of the consequences, but cut it because of time constraints. It's good to know that was a direction. I should have taken 😀. The numbers do show percent chance of happening (assuming I coded it correctly). The game depends on randomness far more than I had hoped. Things I can probably solve in a post compo effort. I appreciate the thorough feedback. Cheers!
SonOfSofaman
06. Dec 2017 · 02:41 UTC
Who knew balancing risk and reward could be so much fun!

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!
Nucleose
07. Dec 2017 · 00:51 UTC
Spent a lot of time in this game... I quite enjoyed the concept but I'll have to agree with earlier comments that it was a bit intimidating and unclear at first. By the time I realized what I was doing I had a lot of regrets haha. This has some good atmosphere and makes for a nice short version of a Risk/Civilization type game kept with a small scope. Good work!
Jimbly
07. Dec 2017 · 01:12 UTC
Nice work!

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 =).
🎤 srakowski
07. Dec 2017 · 01:22 UTC
@jimbly thank you for the feedback. You are absolutely right. The placement of settlements doesn't really have any impact to game play (unfortunately). The original concept was to force the settlements contiguous, and then, based more on a zombie theme than I ended up with, the tiles around your settlement would become increasingly risky requiring you to buff up your group more and more between settlements. I also wanted to have points-of-interest that you could settle near (construction yard, hospital, etc) that would affect resources... so much I wanted to do, but as most things go with LDJAM a lot has to be cut with a 48 hour deadline. Thank you for the feedback, I really appreciate it :)
sorlok
07. Dec 2017 · 01:50 UTC
I really liked this game; I lost a lot of time just wandering around and enjoying the various encounters. Settling 30 tiles was a tall order, and I only got ~5 of them before I lost. Would love to see this developed into a full-fledged game; felt a lot like a cross between A Valley Without Wind 2 and Neo Scavenger.
CiaranW
07. Dec 2017 · 02:10 UTC
I spent a lot of time playing this game, I really enjoyed exploring the impacts and building my way up through the city. The gameplay felt really strategic and the randomness was just the right amount. I also really liked the visual style, although it was simplistic it felt coordinated. Great game!
LaneDavis
07. Dec 2017 · 02:23 UTC
I wished I knew what the icons and numbers meant. On the other hand, this is one of the few LD games I could see myself really sinking time into. Amazing work!
nizlow
07. Dec 2017 · 17:31 UTC
Neat game idea!
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!
clachipso
08. Dec 2017 · 04:53 UTC
Really nice job making a small turn-based strategy game in such a short time. Having an event type or two that weren't combat-related might have cool, but I think your design was tight and worked well!
one-seed-fruit
08. Dec 2017 · 05:57 UTC
Glory to Kasprzak!!! Found myself playing longer than intended. Fun!
Ratbird
08. Dec 2017 · 14:37 UTC
I really love this theme! Nice
vfabien21
09. Dec 2017 · 14:49 UTC
I really loved the colors and graphical style. The game in itself look promosing : simple enough, but potential depth. However, even though, it is just a jam game, I would really have loved to be able to interract with settlements !
I hope that you will keep developping it ;)
Mr.MadCat
09. Dec 2017 · 15:33 UTC
Pretty cool.
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.
Sebastian-M
10. Dec 2017 · 12:32 UTC
The game is a bit hard to understand since it has a lot of different aspects to it. It's impressive you were able to develop a kidna complex game like this in a short time. I would say you need to make the objeive more clear inside the game. I like the art style, pretty simple but effective. Also, I enjoy the risk/reward system.

Overall, great work!