Lien Acres by HoldMeImScared

The highway came through, bringing a boom to your neighboring city. Now they need land - your land.
Acquire the money to delay them as long as possible, through means legal or otherwise.
The game ends when you're 500 gold in debt, you are in debt with no plants on the field, or the last field is claimed - whichever occurs first.
Controls: Mouse, R to restart
Audio Control: Click the coin to toggle music on and off
My tools:
Code: GameMaker Studio 2
Art: GameMaker Studio 2
Sound: SFXR
Music: Bosca Ceoil
I have provided the game directly, no need for an installer. You need both the .exe and data.win, so go ahead and grab their containing folder and you're good to go.
I don't have what I'd need to make mac or linux ports, and I don't have the web license, sorry :(
Ratings
| Overall | 317th | 3.447⭐ | 21🧑⚖️ |
| Fun | 509th | 2.947⭐ | 21🧑⚖️ |
| Innovation | 264th | 3.368⭐ | 21🧑⚖️ |
| Theme | 157th | 3.947⭐ | 21🧑⚖️ |
| Graphics | 57th | 4.079⭐ | 21🧑⚖️ |
| Audio | 122th | 3.5⭐ | 21🧑⚖️ |
| Mood | 53th | 3.75⭐ | 20🧑⚖️ |
| Given | 16🗳️ | 17🗨️ |
My farm has last 47 years and 1 season!
Yeah I had plans for a start screen and instructions and stuff but ran out of time.
I think one thing I will share here is that planting Corn with your starting money is a bit of a trap. The little wheats that are up aren't really producing enough at that point to sustain you until that corn grows, and by the time it does the wheat is dead and all you've got producing is a little corn. So right out the gate, spamming wheat is best. Just don't rely on it for the full playthrough ;)
Early you're building up and getting self-sustainable, later on it's about making enough gold to really spam the two Gold Sinks to attempt to delay the city :)
My own personal best during testing at the current numbers balance and timing was 50 years, 1 season.
The graphics are nice though, and the music is fittingly melancholy. So good job there.
I seemed to be able to build greenhouses for free (once I had the 300 gold) a few different times, I think that might be a bug? Maybe I'm misunderstanding something though.
Thank you! :)
Its has become a very common sight of concrete buildings taking the place of fields at a faster rate each day that passes, and is exactly what i saw in the game, a countdown to the emminent concrete jungle takeover.
However, the feeling aside, the game is a pleasant experience of trying to exist while the end is comming and you can see it.
Have a great LD!
Playing from the perspective of the farms (often, but not always) left out of the SimCity series is a nice twist.
Playing it feels smooth and polished, plus your possible actions are clear from the beginning (excepting that in what way I lose money each season will always be a bit opaque to me... the tax rate isn't really shown anywhere I think?)
The land-grab option seems quite balanced despite being random. During my first playthrough, it even seemed to get higher chance of effectiveness towards the end of the game.
(Perhaps tied to how much the city has already taken over?) But my second made it clear that I just got lucky last time.
It's a small detail, but I also like how the end-text changes depending on which of the two outcomes you get. Another small detail is the tower, of which the city doesn't seem to build more, but is there to give the impression that the city has some sort of centre and outskirts.
If I have a big criticism, it is this: During each stage of play, there seems to be only one 'correct' (dominant) style of play:
- In the hectic, somewhat difficult beginning: Spam wheat throughout the entire map until you can reliably afford corn.
- Then there is a short stage that is mostly about mixing in more and more corn until you can afford the greenhouse.
- Keep planting corn (and _maybe_ still a bit of wheat) while you mix in more and more tomato-fields (which seems to be limited to 2 at first, but almost as soon as I build them, this restriction was lifted).
- Keep planting tomatoes until you can afford 'delay land-grab', and later on 'friends in low places', and keep spamming those while planting tomatoes only.
Thus, there is really no reason to keep wheat or corn around when you can afford tomatoes, and the greenhouse upgrade is a one-time only thing, leaving only three options to play around with. Even there it just seems 'spam each of these as often as you can'.
It becomes less a game of strategy, and more of luck.
Another, related issue is the strange difficulty curve: Hectic in the beginning, as you struggle to get enough wheat out, then more and more sedate and drawn out. This even becomes worse in the end, as your money dries up, so you can't pick the options as often, and the fields don't need replacing that often because you just don't have that much any more.
In a way, this is of course very much in line with the 'fighting a losing battle' motive, and it helps with the mood in that regard. Impressive if intentional! Still, the gameplay suffers just a little.
P.S. I normally try not to promote my own game in feedback, but this time our respective games just match up almost perfectly: So, if you'd like to play from the perspective of the encroaching city, maybe give my game a try :-)
It doesn't match 100% (as you don't fight a farm, or anything, per se) but the inspirations are drawn from the same place.