Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles

Eigen Lenk

72
Posts
1
Topics
885
Followers
20
Following
A member registered Jan 23, 2014 · View creator page →

Creator of

Recent community posts

Added it now! :)

(1 edit)

Ai rilli laiked the Finnish ralli draiver aksent in the help tekst.

It's fun to slide around! Graphics are really nice. Had to turn off the sound though. A little too ear-piercing for my taste. If you added more cars and tracks, this could really be a thing!

Funny how sea-faring pirate life comes to mind when you're limited to 64x64 pixels, right? :D

This is really fun. I love the look of the pirates. Not a huge fan of mixed pixel sizes but it seems to be working here. Quite a unique look. Treasure digging minigame is really cool!

Thanks for checking it out! I really felt the time constraint this time round so I didn't have a chance to make the combat any more involved or add animations.

For learning purposes, this is pretty nice. I just wandered around cleaning up. The music is so quiet I had to raise my volume up to 100 pretty much. The way the weapon/tool is rotated and drawn also breaks the 64 pixel rule of this gamejam.

Hopefully this was a great learning opportunity and I hope to see more releases from you.

If you get a chance, please check out my entry.

This is one game I wish wasn't made during the LOWREZJAM... :)

I would love to explore these worlds in higher resolution and get lost in the audioscape. While this is interesting and lets your brain fill out the details, downsampling a 3D render is not what this jam is about for me.

Great use of colors and very nice procedural generation going on. Nice work!

If you get a chance, please check out my entry.

I really like the graphics and music but I wish the gameplay didn't include shooting and was instead about jumping, sliding under obstacles  (held notes that are longer) and stopping to avoid falling debris or something (short pauses in music). As mrmatt said, it's pretty dang difficult to be looking both at the ground and aim your mouse at the same time, especially at the scale we're talking here. Or maybe I just suck at these kinds of things (I do).

If you get a chance, please check out my entry.

Can't call this a game but it's a cool little editor. I really enjoyed many of the Goldbox engine games, so this is nice little throwback.

Two jams with one hit, nice. Gravity switching isn't terribly original but it works in this one. Fun little game!

(2 edits)

Can you tell me what version of Windows you're using or what is the error you're getting?

edit: If it was a missing DLL error, then that should be fixed now.

(1 edit)

Hi there! It's hard to say without seeing your setup. What's your population and daily income? Certainly it's not balanced ideally but it should be possible to generate 100-200 per day without too much effort. But I haven't played the original version lately.

edit: You're probably not missing anything. It's a very small and simplistic game :)

Hmm, that is strange. I don't see how save files and audio would be connected. What happens if you don't delete the save file and try opening the game a few more times. Does it mess up the audio every time? Windows or Mac?

I'm glad you like it! You may be happy to hear I'm still working on it and the full game might be coming out soon (spring/summer-ish).

Wow, thanks for the long writeup! Will respond soon.

Sorry about that, not sure why the email did not send. I activated your account manually now.

Drop action only works when you are actually in camp. Not on a camp tile but by choosing "enter camp" action.

When clicking on trees, click on their base (ground tile) rather than where they are visually. What might happen is that you click on the tile behind the tree instead, which is probably empty and giving you the camp option.

Hey, thanks! You need to grab the dynamite, it's a bit hidden in there. Look right from the tent.

Hey everyone, thanks for voting and commenting! Your interest in this little jam entry and all the lets play videos you guys made really blew me away. Real proud of third place and the end-result. Thanks again

Thanks for the comments and feedback! Some really valid points have been raised.

@JackOatley

Time update is something I want to keep constant for now (1 click = 1 day). I've been thinking about ways to upgrade build speeds, most likely by building some auxiliary buildings. Not a fan of arbitrary number upgrades. I'm thinking more along the lines of having your city hall and opening new departments there that will affect different aspects of the game. Eg. opening a building/zoning department to decrease build times.

@raaaahman

Good point, I'll get to that as soon as possible. The allocation is a bit wonky, sure. It works opposite how it should - water towers/shops/factories search of nearby houses rather than each house finding the nearest structure to cover its needs. So the shop each house ends up with may not be the nearest and most optimal. That was just simpler to implement in the short timeframe of the jam.

Solid little clicker, I quite enjoyed that.

Definitely the most clicker-y clicker game from this jam I've played. Looks absolutely gorgeous! Love your pixel-art skill. I do wish there were more sounds other than the music. Would've made the clicking more juicy. A simple idea executed well.

Had a couple of weird hangs at some point. The game didn't crash but became unresponsive for about 10-15 seconds.

A very different take on the clicker idea. Looks great and the music is really good as well. The collision detection was a little wonky at times, I thought I was picking up crops but it picked up the rock instead. Exactly what point of the player needs to be on the tile of the object should be highlighted, I feel.

The salesman ran away with my window..!!!! 10/10

I wish the hairbrush was more about clicking, rather than moving the mouse but really, it's a lot of fun!

I'm sorry this doesn't work for you :(

Haven't been able to  find the source of the problem yet. Are you on Windows 10?

Not much to look at yet.

(1 edit)

It's related to another bug where lower class percentage goes negative. Since I fixed that this bug is fixed too. Will release fixed version tomorrow probably.

(1 edit)

Does it also crash when you open a city and just let the game run and not play? If so, then yes, it must be some sort of graphics/driver issue since no game logic is run unless you click stuff.

I found an old piece of a junk laptop with integrated graphics where it runs fine. But it doesn't have Windows 10. I'll have to see if I can upgrade somehow.

Sorry about that.. a crash during saving is a first. Yes, please send me the save file. Thanks.

(3 edits)

Thank you! That is a really weird bug that's popping up for some players. Could be a memory leak indeed. It's interesting that it's around 15 minutes for everybody who gets this crash (I don't). I will try and get my older laptop running tomorrow just to test it out on a different machine and see if I can get it to crash.

What sort of machine are you running this on? What version of Windows, how much RAM and what graphics card/built-in chip do you have? And is the post-processing effect enabled by any chance? And if you can, please tell me how much memory the game is using according to Task Manager when you play.

That seems to have been a wider issue on itch.io and should be resolved now. Please try downloading again.

(1 edit)

That's a bug. Got it fixed now. Thanks for reporting! It happens because there is a threshold of 50 buildings where waste management is unlocked. Any building beyond that will start increasing that expense. What was unhandled was when building amount went below 50 after that feature was already unlocked.

(1 edit)

1) Strange. Will look into and fix.

2) Right now, yes. There are couple of things regarding landfills/waste that could be implemented in the future:

  • Add power plants (one of which could burn waste)
  • Once city ordinances (just as in SimCity 2000) are added you could enable "Propagate re-cycling and waste sorting" option which could lower waste generation per day by 50% (or so) but cost more money.

3) That decision was deliberate although there don't seem to be any advantages to that right now. Once flats became available there was no reason to build smaller houses any more and I didn't really like that. In the future different housings would affect different social classes which in turn will affect employment (need lower class population to work in the factories etc.). At that point housing demand effect could be evened out or lowered because that will be managed by employment needs and so on. Not sure if you could build a city of just flats... probably.


Thanks for playtesting and excellent feedback! This really helps me.

That's pretty funny but I'm not sure where you're going with that song...

Sorry, you can't use the old save file. In additon to bunch of new data in the file, the game balance and features where changed in a way that your old city would not make sense in the new version, if it worked at all. I will try keeping breaking changes like that to minimal in the future.

I fixed the crash with building factories and hopefully it affects other issues as well? Please try it out. Version 0.9.5 is now available for Windows. Mac build coming later today.

0.9.5

  • Fixed crash when building factories and potentially other places
  • You can now hold down the date button to automatically tick time (but more slowly than clicking)

Can you please provide me with your save file? Either you can put the file somewhere or just copy the plain-text contents to Pastebin or somewhere similar. Save files are in the "saves" directory in the root of the game directory. That would make reproducing that easier hopefully. Thank you.

I think you're on pretty good track. I would lose the park at early stages and use trees where possible unless you really want 3 star rating (which I made more difficult to achieve) and upper class residents. Right now upper class is mostly useful if you want to produce and sell luxury items.

Added an option to remove roads that only have one connection and no buildings next to them.