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nineGardens

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A member registered Jan 01, 2022 · View creator page →

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Yo- these all look really cool.
It looks like these are all designed for 2d game backgrounds, but like... wanted to check if you have anythings skyboxy for a slightly more 3d game?

I feel like....the correct answer is often just "Put all the biggest numbers on the right card"?
Like, there's definitely some strategy, but the fiddlyness of having to reclick the numbers every round when like... fundementally the decision making is "Pick the biggest numbers" feels a bit weaksauce.

I have no idea what I just played, but it was amazing.

I didn't SEE a warning, but I may have just missed it.

Either ways- no worries, was just trying to give dev feedback, because I know hearing where bugs are can be useful.
I just restarted again with more fishes.

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Is fun. Tried to load a game, but in the loaded game I couldn't select anything on the map.
Like there was a close map button and an open map button, and nothing else worked. "
EDIT: It looks like all future customers have been set to "skipped" so I can't select them.

Keep trying!

(1 edit)

I still reckons a Lvl 3 succubus should lead to an alt win condition.... but ONLY if its Lvl 3


(Possibly from claiming a prince rather than the king?)

Okay, dumb suggestion:
Some T1 unit with 2 damage and SKULL for hp (IE, 0hp).

On level up, gains extra damage, so damage curve is 2 ->4->9 or some such. Basically, kind of weaksauce for damageing castle, but VERY good at killing whatever thing it directly in front of it. And... I think it would have good tactical value at various stages of the game, while still remaining kind of weak overall.

For the demo, I wish we got just a TINY bit more of the story. Just like one extra story interlude to know where we are going....

Aside from that: good game, well made, thanks heaps.

I believe the answer to that question is 18 months?

BUT, stop signal has regularly dropped in to reassure people that it is still in the pipes, so.... you can have hope that it will happen, but also don't count on it being SOON.


P.S. We all appreciate you putting in the effort to speak our language, when us monolinguals only speak one. Your sentences are looking good.

So, as a general rule of thumb: If you see THREE judges, you should be VERY suspicious that at least one of them is fake.


By default, there should only be one judge (assuming no shaman, no doppleganger)

If you have three, then you EXPECT 2 of them to be lying.


During any given hand, I check the current deck, and try to calculate how many double ups I expect to see, and whether the double ups will tell the truth (Shaman or doppleganger), or if they will like (minions or drunks)

So, a quick question: When a medium says "#3 is a real Poet", I feel like I've seen cases of it being a doppleganger (not evil, but medium says is not real) and ALSO cases of it being a drunk (which is not demon, but medium says IS real?)

Basically, does "Fake" count only demons, or ANY wrong face bluff?

Yeah, so I similarly had 30 runs of "no outcast is evil",
and then suddenly had one round where 3 bombardier's spawned, and I was like "Okay, so like... 2 of these are fake.... I have to guess which 2" (Everyone else was bakers.)


So... its definitely POSSIBLE for outcasts to be demons, but I agree, I don't see it very often. (Possibly in part because if I have a demon pretending to be a drunk pretending to be a slayer, this is just a demon pretending to be a slayer)

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So, one random dev detail:

Currently, in endless mode, the game scoops up the cards, then deals out a new circle, THEN shows you the card (even though they have just been dealt).

Its a minor detail, but I feel like it would flow more naturally if you scooped up the cards, then showed players the upcoming hand, then dealt the new hand out.



EDIT: Also, when scooping cards in and out, should the numbers scoop with?

I think the baker is evil.

Ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh....Yeah, okay, this makes sense, and is totally right there on the counsellor. I was not factoring that in. 
God damn. Fair enough then.

you, quick question: I got this set up:

Which... looks like I've got a wretch, a drunk AND a doppleganger.... But the top right corner says I have two outcasts and 5 villagers.


According to the yellow border, the wretch, doppleganger and drunk ALL count as outcasts- is this not right?


Mostly just... trying to solve these puzzles, but 
feels like I'm not clear on the actual rules.

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This game is fabulous, and really well done, but oh gawd oh gawd, in later rounds with Pooka and Puppater and drunk where like 2/3rds of your intel is just plain wrong... its SO hard (and possibly unwinnable).

I love it. Very well done.

Okay, that was a very cool game, and masterfully "tutorialed" into the player with no words at all.  Very very well done.

Fun game, thanks heaps

Just got an error message and a blank screen. Just finished the combat round directly before the king, was heading into the final shop screen.
Figure I'd post the console output in case is helpful


Uncaught TypeError: <span class="objectBox objectBox-string" <this._l11="" is="" null<="" span="">>span class="frame-indent clipboard-only">    resume https://html-classic.itch.zone/html/10815431/html5game/HalloweenArmyNewVersion.j...:2765</span>

    _q31 https://html-classic.itch.zone/html/10815431/html5game/HalloweenArmyNewVersion.j...:2799

    _N01 https://html-classic.itch.zone/html/10815431/html5game/HalloweenArmyNewVersion.j...:2788

HalloweenArmyNewVersion.js:2765:12

Unhandled Rejection - undefined HalloweenArmyNewVersion.js:6225:59


Uncaught (in promise) TypeError: AudioBufferSourceNode constructor: Argument 1 is not an object.    start https://html-classic.itch.zone/html/10815431/html5game/HalloweenArmyNewVersion.j...:2760

    onload https://html-classic.itch.zone/html/10815431/html5game/HalloweenArmyNewVersion.j...:2762

HalloweenArmyNewVersion.js:2760:409

So, just thought of another synergy angle that could be fun:
Some kind of "Ammo cart" type unit that increases the "number of charges" of everything in its row (More rocks on stoner, more healing from medic, etc etc).


Not sure how that fits in with other factions, 
but feels like the kind of sideways synergy that makes for interesting build paths in a game like this.

This looks amazing, and congratulations on the Graduation.


Any chance of getting a build for Linux?

Dang... nicely done.

Hilarious.

I love the way that the music gets more and more frantic.

There is such an ending!

Multiple such endings actually!

For an incredibly simple such ending just like... leave the school and don't prefer the evil spooky ritual.

For the BEST ending... you'll need to befriend the girls and get them to join you for shenanigans... then explore a bunch, and open certain doors and certain times.

Oh man, you should totally dig in and find the other endings. They are absolutely worthwhile.

Lols.
Meteor to end the level is just so slapstick.

Nice Game.Very cute graphics, smooth and clean gameplay. Well done.

Oh damn- only just found out you can kick the totems!

Okay, yeah in this case all is well. Or at least.... I still think a moving circle could be cool, but the fact that you can move your totems over to where the circle is makes things much better.

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Okay so.... tried out a few things, and some Dev suggestions to report:

Bigfoot is such a cool idea, and running around at that speed with like.... all THAT going on just gave me motion sickness.

Summoner is hysterical fun. All hail spiders. Tomatoe's are pretty fun too.



The Adept is so cool in theory, but... once you have the right build is a bit of a "standing still simulator"  Also, if you have totoms or other turrets, there's very much the question each round of "Will my circle spawn NEAR the totoms (instant win), or far from them (oh no)"   I kind of wonder if the mage circle should like... fizzle out after 20 seconds and appear somewhere else. Just... something to give a bit more dynamism, and to make the original spawn point less critical.



Okay: added thoughts:

Watering psycotic tomatoes feels great.

Being a malevolent spider with 8 arms feels amazing. Feels very good and natural.

"Orbital" is one of the greatest and most fun abilities in the game.  I would take this even without the damage boost.


Lots of fun, but also very silly. Good job.

I'm pretty sure things are partly based on time, partly based on castle damage.


Stop Signal might tell us...  but the other person would be ja_kingy, who I believe dug into the code a bit in order to craft their 4 turn win, and thus probably knows some details behind the scenes.

(1 edit)

Good job on 7 turns, but nah- definitely not the first. Have to go back to older comment pages, but pretty sure there's a 6 turn win somewhere around here.


Someone even manage a 4 turn win I think?  But that was after jiggling the probabilities in the shop a bit.

I think its more, they only riposte ONCE.

Hence, for a stoner to deal the killing blow, probably they already got hit by a stone or dagger previously. 

Meanwhile kobolds deal 3 damage, and so the killing blow is also the first one.

Okay, so here's the question: How much money would we need to collectively throw at Stop signal so they can take a couple weeks off to work on this?

Wonderful. 

A very cute and lovely game.



Egg of the void heheheh

So... not sure what the chest is supposed to do. Every time I stick the key in it my game freezes.

Oh yeah,  ALSO:
The music here is an absolute bop, and I love it. Great job.

So, I had a great time, but also, this game is legitmately weird.

Not like bad, but just in the sense of.......
It looks like a Puzzle Bobble-like.
But... the main mechanic of puzzle bobble is pressing left and right, and aiming your bobble cannon.


Here in orb tower... you target with the mouse, and the game figures out the aiming for you.  the choice of what to aim at as yours, but there isn't so much of a dexterity game to line things up.  Which is... neither good nor bad, but just means that like... even though the game LOOKS very similar puzzle bobble, the actual skill and gameplay is very different.

Half way through battling the first boss (6 spells remaining), and my wand thing has stopped moving, contains no spells, and no long shoots. Game appears to be perma-stuck.