FoonLudum Dare ExplorerLD40 → Apokalipsa

Apokalipsa

By srakowski

View on ldjam.com

CategoryRankScoreCount
Overall1603.6920
Fun2803.4221
Innovation1033.7121
Theme5902.7520
Graphics2683.4721
Audio2753.1119
Humor1
Mood893.6521

Comments

amras0000 2017-12-05 20:29

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

Nice work all around.

srakowski 2017-12-06 00:57

@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 2017-12-06 02:41

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 2017-12-07 00:51

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 2017-12-07 01:12

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 2017-12-07 01:22

@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 2017-12-07 01:50

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 2017-12-07 02:10

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 2017-12-07 02:23

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 2017-12-07 17:31

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 2017-12-08 04:53

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 2017-12-08 05:57

Glory to Kasprzak!!! Found myself playing longer than intended. Fun!

ratbird 2017-12-08 14:37

I really love this theme! Nice

vfabien21 2017-12-09 14:49

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 2017-12-09 15:33

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 2017-12-10 12:32

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!