Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

nineGardens

104
Posts
37
Followers
8
Following
A member registered Jan 01, 2022 · View creator page →

Creator of

Recent community posts

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.

(1 edit)

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.

The fucker stabbed me!

I am so mad! I wanted to go and see the world (together).

Trecherous maggot!

I did it!
I found my way back!

The trick is to figure out your current exhibit, then find the PRIMARY article for the exhibit (the intro), and then backtrack through whichever door the primary aritcle is pointing to... and do that over... and over.... and over....


And then eventually the game glitches, you fall into the deep darkness between stars (and exhibits), knowledge rushes past your ears, and you slam into the firm reassuring woodwork of the lobby.

So, having wandered from Persepolis to Rome, to milititary dictatorships to and the Cyprus problem, I managed to wend my way back and backtrack enough to like.... break the game?


I backtracked through enough doors, and then 5 or so layers back the door I tried to enter just froze for a bit, and then it opened into NOTHINGNESS, and I feel through the nothingness, past many exhibits and eventually slammed back into the floor of the Lobby.


And..... none of this is a bug report, because it was AWESOME, and it feels great to glitch the museum and hack the matrix (and the Matrix can be found between the odyssey and the Beatles, and - )


And this is great. Thank you so much for making it.

Fair enough!

Making a game on even one platform is a lot of work.

Best of luck!

This looks so lovely!
I would love to play it- any chance of linux compatible release?

BARDS

Bards, summoners, rats and skulls.

Its a bad plan... and the game doesn't warn you about it... but at the same time, by the time Jasper is an option, you already know what Jasper does... and hence I kind of like the whole "This is a dumb plan. You have the information to know it is a dumb plan. Will you still do it"

Interesting game, clever mechanics.

Does kind of feel like once you build a powerful enough engine (Jasper+ Poision) then you just sort of... "go infinite", and burn through the entire deck in one turn. Which... doesn't quiet seem like a good thing.

Or... maybe that's just my experieince? But yeah, for the later battles it did very much feel like "Go infinite or go home"

Hmmmm... thank you for the invite, but not really the video posting type. Don't have the account for it, or the recording equipment.


Still, will maybe give the discord server a look, see what's the vibe in there.

After many attempts.... and maybe just a touch of save scumming... 

Nightmare peasant victory.


God damn that was hard.

"Indifference"  carried me to victory (Very good vs dreadknights. Very good with "Control undead", very good at forming "straight flushes").
The combos needed to weave through this cardmaze were delightful.
Thank you thank you thank you.
God DAMN that was difficult.


Final battle involved defeating   Two 6s and a 5 using a single sellsword and a 2 of blades.


Exited the game with Zero health and zero mana remaining.

(1 edit)

VICTORY

PEASANT: Malnourished and Poor.

HELL YES.

Note: The Fastforward button says "Will skip effects" on it.
... mostly it DOESN'T do this, but yeah, the "curse and archery and such sometimes get skipped over" is very much part of how the fast forward button is described.

(1 edit)

Okay, now dropped it to 194.... but still can't be the master.

(1 edit)

Okay, so after 4.5 hours of scheming and sneakery, this best I've got...



... I suspect this high score will not last for long...

Cool concept, fun game.

One request I might ask is that once you hit an End condition for a board, the game should make a noise, or grey out the board, or do SOMETHING to indicate that you have finished the level.
Currently it just freezes.


Also, possibly worth having separate messages for the end of one mission and the begining of the next?

There are many many ways to get out, but the best way to get out involves the power of friendship (and Karoke)

Managed to walk outside the level... not sure if glitch, or an intentional part of the game.

I have been trying for the 5 turn win for months using pretty much the strat you describe here. (Got 5 turns on the previous version of the game... but Summoners were Tier2 then)

Was amazed to see someone get it.... and then saw you had twiddled the market probabilities. (Still very cool, but also is a bit of cheating)


Congrats. Great reasearch and investigation.

Despite everything, it's still you.

(1 edit)

Okay, nope, I've come back and checked it out:


Did my best to crash the game only using rats, summoners and funny bones (no skulls)

Turns out, for this set up even if my rats get shot and the row overflows, the game can handle it.


So... whatever error is going on, it appears to ONLY apply to Skulls with Funnybones on them.


Not sure why that is, but hope it helps.


EDIT: (That, or there's something special about dude's being shot in row one as opposed to row three... but this seems less likely to be the cause.)

(1 edit)

It's the case of Skulls AND funnybones item stacked on top.

Probably you would get similar problems with Summoners or rats with Funnybones (I can try to test this if needed) - something about the row being full, and both the unit AND the item trying to summon at the same time seems cause the crash (cuts directly to black screen)
EDIT: I've done the experiment (see below). Looks like its only skulls for some reason.