GAME BREAKDOWN
BUILD YOUR EMPIRE
7 interactive layers showing how this game was designed and built. From screen flows to competitor AI.
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SCREEN MAP
3 screens, 1 flow. Click each node to preview.
02 / 07
UI ANATOMY
Click each region to see what it does and why.
CLICK A REGION
TOP BAR
Day counter, speed controls (x1/x2/x3), pause.
WHY
Always visible. Player needs constant awareness of time pressure.
METRICS
Cash, Morale, Innovation, Valuation — 4 progress bars.
WHY
Color-coded for instant read. Green=money, pink=people, blue=tech, gold=score.
CITY
Pixel art skyline. Player tower center, 6 competitors flanking.
WHY
Visual feedback of progress. Tower grows with employees.
ACTIONS
2x3 grid of strategic actions with costs and cooldowns.
WHY
6 max actions keeps decisions tight. Grid = quick scan, tap, done.
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COLOR PALETTE
10 colors define the entire scene. Click to copy hex.
SKY GRADIENT
04 / 07
ARCHITECTURE
4 layers: Screens, Components, Engine, Store. Click to expand.
SCREENS
COMPONENTS
ENGINE
STORE (ZUSTAND)
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GAME ECONOMY
Drag the slider to see how metrics evolve day by day.
| ACTION | COST | COOLDOWN | EFFECT |
|---|---|---|---|
| HIRE | $20K | 2 days | +1 employee, +5 morale |
| LAUNCH | $50K | 5 days | +15 innovation, +$8K/day (7d) |
| MARKETING | $30K | 3 days | +$50K valuation, +$5K/day (5d) |
| FUNDING | Dilution | 10 days | +$300K (Seed) / +$800K (A) / +$2M (B) |
| SALARIES | Variable | None | +10 morale, +0.5 morale/day |
| ACQUIRE | Variable | 15 days | +10 emp, +20 innov, -10 morale |
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AI COMPETITORS
6 rivals with personality. Click to see their decision weights.
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WIREFRAME vs FINAL
Drag the slider to compare wireframe with final result.
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