EICON TOWN by Sacrface
You are a trader in the mini economy of Eicon Town. Manage the inventory, resources and cash flow of all the town's buildings.
Buy, Sell, Invest, Upgrade and, most importantly, make profit! $$$

To The Playtester This is a big project. There are alot of working variables in play. For the best results, take your time and learn the needs and production of each building. There's nothing in the game forcing you to rush any decision
The Daily Report is your friend (PRESS E). Learn it and use it.
To make money, buy where the report is GREEN, sell where it's RED. Unstable buildings produce very little money. To stabilise, don't be afraid to lose money to allocate resources properly. You'll earn it all back long-term.
Playtime ~30-40 min. Record time to beat is 22 days/cycles
Good luck
| Youtube | https://adiggins.itch.io/eicon-town |
| Youtube | https://drive.google.com/open?id=13wQXZ6exGOx0ajpXyGD7GlVrLHagVLed |
| Original URL | https://ldjam.com/events/ludum-dare/46/eicon-town |
Ratings
| Overall | 889th | 2.978⭐ | 25🧑⚖️ |
| Fun | 1000th | 2.5⭐ | 25🧑⚖️ |
| Innovation | 820th | 2.913⭐ | 25🧑⚖️ |
| Theme | 1001th | 2.783⭐ | 25🧑⚖️ |
| Graphics | 415th | 3.604⭐ | 26🧑⚖️ |
| Humor | 847th | 1.81⭐ | 23🧑⚖️ |
| Mood | 901th | 2.643⭐ | 23🧑⚖️ |
| Given | 22🗳️ | 26🗨️ |
I'd like to be able to try your game!
Thanks for letting me know the link was broken. Would love it if you tried to play again :)
Tedious gameplay is the main rub I'm hearing right now. The idea of spreading out the buildings was to encourage the player to make buy/sell decisions that would result in the fewest journeys (i.e. if I'm at the farm to sell cloth, I may as well buy food now too because the lumber mill needs it next).
That's not coming across as well as I hoped, so I may roll it back in the next iteration. Thanks for the feedback
Oh one other thing is that it wasn't clear to me that the town was all one location. I thought the different stalls mattered at first and was confused for a while.
I would for sure improve the UI and the way I present the mechanics to the player. That is always a challenge on games with a lot of mechanics like this one.
Big thing I learned this weekend is economics are hard! Even if you strip away all the detail/metadata like I had to, the math supporting everything and the UI needed to hold it together is incredible. I went through about 3-4 different design iterations, and clearly it's still not 100% effective.
I'll need another gamejam to get a proper tutorial going. Thanks for the feedback!
Barring that, this game has a very tight gameplay loop that takes some strategy at the beginning. Good work.
Really like that there is a little town to run around in, the graphic style is simple and stylish.
Took a while to work out how the economy worked but once I did I was running to a fro like a busy little bee. I hope you continue to iterate on this game once the competition is over, I think it could become a full fledged title :D
@alex-mulkerrin Thank you. Certainly my most complex jam game yet. The starting difficulty curve is rougher then I like, but I'm glad you got past it into the core gameplay. That "busy bee" (the gameplay loop) feeling is exactly what I was aiming for. Thinking about adding more detail to it...like having the buildings actually change models during an upgrade for starters.
@bigtinygames Thanks for the video. Don't worry, I'm certainly familiar with the concept. Adding extra models that grow with the upgrades the player implements should help with the feeling of progression.
Loved the game! The giant wall was a bit intimidating, but once I got into the game it was a fun puzzle to solve.
As feedback, the solution to the problem doesn't seem to change -- buy/sell. I'd have loved if there were stakes, like price fluctuation through the day and you have to learn them, or invest in the buildings to keep them from going bankrupt.