DDoS is coming by Alexey Akulovich

In difficult conditions of constant DDoS attacks, you need to develop your small web service, increasing the number of servers and the amount in the account.
There are three tools to protect against attacks, as well as the ability to buy new servers and purchase advertising.
You have to balance between investments in protection, purchasing new servers and overheating them. If the servers do not cope with the load, then they simply burn out, and Game Over comes.
=== Controls: keyboard 1, 2, 3, 4, space + mouse movements.
https://www.youtube.com/watch?v=A4NjJjyONSg

| Youtube | https://github.com/atercattus/LudumDare46 |
| Youtube | https://ater.me/ld46/ |
| Youtube | https://youtu.be/A4NjJjyONSg |
| Original URL | https://ldjam.com/events/ludum-dare/46/ddos-is-coming |
Ratings
| Overall | 575th | 3.381⭐ | 23🧑⚖️ |
| Fun | 485th | 3.333⭐ | 23🧑⚖️ |
| Innovation | 78th | 4.024⭐ | 23🧑⚖️ |
| Theme | 112th | 4.119⭐ | 23🧑⚖️ |
| Graphics | 824th | 2.929⭐ | 23🧑⚖️ |
| Mood | 950th | 2.475⭐ | 22🧑⚖️ |
| Given | 21🗳️ | 15🗨️ |
However, what i restarted. it was stuck on shooting throttles out - effective i guess, but not ideal! ;)

There are, however, several bugs which I've found:
1. It's the same as @chloeofarroyo has already mentioned - after one game was complete and I started another run, it automatically started firing the throttling service until I was out of money (and as soon as I've earned 20$ it shot another one). After that game was done, I started another and the bug was gone.
2. I think your game remembers the game speed instead of resetting at the beginning of each round. I play for a while, I lose when the game becomes too fast for me to keep up, I click to start again and there it's super fast from the start. Refreshing the page resets the speed back to standard value.
3. I don't even know how that one happened, but one moment I was very low on cash and the game was running at a medium speed (I've played for maybe 20 seconds since the start), and suddenly the game sped up and all counters started to increase ridiculously quickly:

Bugs notwithstanding, I liked it! Seems like a cool concept to expand on!
There are some bugs in code unfortunately, as I see. But I want to fix its after COMPO in order not to break the rules. Or I'll make a second version.
There's probably an interesting avenue you can explore where rather than "firing" firewalls up the screen, you drag and drop them - so that you can strategically try to maintain a certain "structure". (I suppose you could explore adjacency bonuses, upgrades, and varying "attack types" down that road!) but I don't know if that fits your vision!
I don't know if I am rubbish, or have terrible luck, but I found the game had two distinct difficulty phases:
- It's super hard, I never survive long enough to buy a single server (also there may be a bug where - if you don't refresh your browser - the difficulty doesn't fully reset!)
- Or, once you've bought a single extra server, you can suddenly almost hold down space and never interact again (except to fill the screen with firewalls occasionally)
What I found was that if you try to place any defences during the first ~minute, it feels like you always end up in a war of attrition that cannot be won.
So the winning move seems to be to do nothing for ~a minute, race to buy a server, and then you're golden. It took me ages to discover this, though!
This leads to an interesting second point, which is that until you manage to survive long enough to buy a second server, you don't get an opportunity to learn that the server count goes down when overloaded, acting as a health bar. Perhaps the player should start with >1 server so they can learn this mechanic?
A minor visual improvement: I found that the money going up in increments felt really jarring, I don't know if I'm just weird, but I think if it updated more like 2-4 times per second, it'd feel more responsive?
You might want to consider making the server cost start cheaper, and become more expensive with each purchase?
Anywho, I hope all of that feels like useful feedback, please don't take it negatively - I only have this feedback for you because the idea was so compelling I _had_ to play it enough to generate these opinions! :D
>>It took me ages to discover this, though!
I did it special during work on game balance, but I think now it's too cruel for players. First minute is much more easy then following. You can "win" after first minute if you don't spend all money. 1-2 small buying - it's ok. Spend all - you lose. I understand, what it's bad game mechanics. But it's a compo jam :) I was short of time for better mechanics. I want fix it in the future.
>>Perhaps the player should start with >1 server so they can learn this mechanic?
It's good point. Thank you. I will definitely do that.
>>I think if it updated more like 2-4 times per second, it’d feel more responsive?
Yes, money updates by timer every 300ms :) I will think about feeling of it.
>>You might want to consider making the server cost start cheaper, and become more expensive with each purchase?
As I wrote early, I was short of time :(
Thank you for you comment again.

I guess you could add more variety to the types of incoming requests to increase the difficulty, since at the end I just abandoned the game, I didn't feel like I would lose.
@aurel300, yes, I know about "reload bug" and will fix it in the feature.
>>maybe they could drift upwards once
I was in my todo list, but I did not have enough time.
@frenchie, game balance wasn't done in time. I worked a lot on it but result isn't good.
Firewall passes through all legal traffic and blocks only flood. Did you see something other?
Great job for compo!
I felt like I had to hard reset the page between games though or something which ramped the difficulty was getting kept and I ran into problems quickly (Firefox 75.0, OSX)
My main critisicm is the lack of audio,it would add so much to the experience and help a player with another layer of information.
Great stuff!
I think you could look at ways of easing players into the mechanics.
Perhaps firewalls aren't available immediately (either starting with too little money, or gating it with an upgrade first). Things like that.