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Garden Gnome Tycoon

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ArrowGallery
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Like Game
5
Dislike Game
1
Published
3/22/21
Updated
9/22/21
Max Players
6
Total Played
178

In the Duchy of Gnomewyck, newly arrived gnomes must rely on the gig economy. But with hard work, skill and luck, a young gnome might go far--even become a tycoon. In Garden Gnome Tycoon, you play as a gnome. Gnomewyck is a friendly community and all doors are open to you--including the upstairs living quarters of all the hardworking townsfolk. In the palace, however, you are restricted to the basement servant quarters and a brief glimpse of the first floor. What did you expect? You're still just a nobody! In this alpha release for entry into the 2021 Core City Building Jam, only one gig is live: feeding the cows in the dairyland section of the Duchy. For reasons I have yet to figure out, the money function works for me in preview but does not work when published. I'm determined to fix this! What does work: you can talk to all the townfolk you meet, and you can acquire the moves to dance at the inn. Gigs at the grain mill, Two Towers Inn, winery, palace guardhouse and more will become available in the future--as well as the chance for enterprising gnomes to buy their own grain fields, farm animals and vineyards. You'll also be able to search for artifacts in the old battlefield and the animal, mineral and vegetable elements to make potions. ----- The outside credits for this game are extensive. The inspiration was Core Plaza and curiosity about what the crazy-looking collision border houses might look like if filled out and opened up into fantasy living spaces. The Core Plaza water mill and palace gatehouse have also been transformed into working models (with the portcullis from Core content and a drawbridge from StandardCombo. The desire to incorporate some of the mechanics of Farmers Market into this game only got as far as using the Day-Night Controller and displaying the art for level 0 farms. The Core Mansion towers were the basis for Two Tower Inn and for the palace. The interior of the latter is still a WIP. I'm not sure who originated the interactive dialog system with animations; it was a lifesaver. MirthAndWonder made the gnome costumes. A greater variety of gnome-types (and hopefully more NPCs) will come in a future version. Nana said she didn't write the attach-costume-on-spawn script, but I'm grateful to her for locating and sending it to me. Aphrim's Tycoon formed the basis for the Hay Bale gig (and the pot of soup). Little Creator made the cow; Fuddy provided the fox sockets that allowed the cow to be animated. I grabbed the noodle from an alien costume to animate the tail but I don't know who originated that script. The winery is based on one of CardinalZebra's dungeon tiles. The brewery is culled from Covengard by Mucusinator (check it out). Most of the plates of food were culled from Chris's vastly superior Neverending Beginning. He got some of the food from elsewhere himself, but he grouped the plates so nicely. Little Creator also made the stone bridge that got smushed and tweaked to create the cobblestone road around the city as well as the beer barrel on the inn's bar and one of the baskets. Chimeric Arts made the fancy park bench, Raven Maiden made the scroll in the apothecary shop, Vabyz971 made the pastry roller, and Grimland and FexelLitche made many of the everyday necessities. Drogan made the wisps that hang around the witch's hut. Last but not least, Stilesclover made the sturdy stool seen throughout the setting and Togagames made what really is a better ladder.

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