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nineGardens

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

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Okay, silly design ideas #365-#367

A lobber who deals 1 damage every turn to whoever is 3 units in front of him (Be it friend of foe). So, not random, and not the front of the row, but at a particular distance.Will require complex planning, given the way that both sides of battle approach one another.


The War banner: Gives all Skeletons nearby (and in this row, and neighboring rows) a bonus and (most importantly DOES NOT MOVE. 

It just sticks to whichever position it starts at, and the battle moves around it. Hence... you kind of want enemies who will move towards you. Also, you probably want the banner in the middle row (so it effects all three), but this puts pressure on the slots you have available.



Fire Belcher: When he attacks, he also attack the same square in neighboring rows.


"The Strategist" A skeleton that sits on its haunches and DOESN'T MOVE for the first turn. Useful for controlling the flow of battle, if positional elements become more important.

I've managed a 6-turn 9-hp victory (Only once on this version) and a 5 turn 0-hp victory (on previous version) so.... I think both are possible, BUT... yes, correct, these are absolutely brutal.

Turn 5 victory (or possible "Victory?")
I know its possible, but bloody difficult.



That or "6 turns, 10hp" victory

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This was hilarious, and fun, but also, I 70% sure that my "chonky rabbits" rule was glitched, and I DID NOT recieve any bonus souls from rabbits.

EDIT: Also, I've hit new game, but all the old rules are apparently still there!They aren't in the book, but my shaman has +3 atk and can't move :P

Yo, check it. 6 turns, 9hp remaining.

That level 3 summon book is just absolute gold.

Edit: Nevermind, I managed to copy pastey the code across and cludge it into place. Also, I kind of understand it enough now to tweak and edit it as needed, so that's cool. 


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This stuff is amazing. Currently stumbling around trying to make a nice texture for current project, but this all looks really good.

A couple quick questions about 3d textures:
Looking through the "node" file,, there appears to be a tex3d_voronoi.mmg file (with reasonable looking logic inside). ... but when I try to search this node up inside the UI.... nothing.

Am I doing something wrong? Is there Meant to be a vornoi3d? And... if the code for it is here, could I just copy paste that code into the custom shader node?


And second: Is there any way to apply MATH or similar nodes to 3d textures? 
I'm assuming that the current plan is to "Blend"  (Lighten only gives a max, normal+opacity zero  gives an average, etc etc etc) but it would be nice to just.... do actual mathematics in 3d?

Lovely cute little game.
I especially like how the "Gravity line" feels like jumping from the air to the underwater.

Okay, so this game kicks ass, and is a wonderful little metroid-like(??) for both me and my nephew. A lovely time.

Lovely little game. Kind of metroid like, kind of puzzley. Great use of secret passages.

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!

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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.