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A jam submission

Tower of KalemonvoView game page

Hack and slash ARPG inspired by Diablo 1
Submitted by osur (@kalemonvo) — 2 days, 23 hours before the deadline
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Tower of Kalemonvo's itch.io page

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Comments

Submitted (1 edit) (+1)

I feel stronger. I played the Steam demo so apologies if that one is outdated.

Developer

you made it quite far! congrats! one more room and that would've been the end of the (steam) demo

looks like final blow was broken for you, i'll take a look and see what's up with it.

thanks for playing and for the video! i hope you had fun

Submitted (2 edits) (+1)

Started new runs https://www.twitch.tv/videos/2191604798

At first I fell into my previous style of play, then I thought, let’s go 2-handers for a change and started another char. It occurred to me that a shared stash would be "nice." Might make the game a bit too easy. Perhaps some price to pay for transferring items between chars?

Stopped playing when I got "stuck" in some savescumming loop. Previously I had played Iron Man, this time I tried normal. I think the traditional ARPG save system is much better than yours. I mean, even when I try really hard to discipline myself to not save-scum … it just happens. I felt what was especially dumb is that I got to kill some minibosses repeatedly, and ofc. when I got the loot I needed I was quick to do another save… if you insist on keeping this system, at least add a quicksave button already :P

Miscellaneous:

- No way to turn off enemy highlight (outline) completely?

- The first chest pieces I found needed INT of all stats. It felt that often the pieces with more Armor needed INT. Unusual.

- The binding for Right-Click sometimes changes when swapping weapons, sometimes does not. My preference, having played bunch of PoE, would really be for it to always change. Basically save an individual action load-out per weapon load-out. By the way it’s very nice how swapping between two weapon sets is encouraged in this game.

- I bind forced-walk to W in ARPG, if possible. Would be cool if you could support that.

- I still haven’t a grasp on all the character stats. It’s weird that there are both DEX and AGI and both INT and MIND.

- I loaded a save from January for fun just now and ofc. it’s completely broken. (Plain char on blue background, can’t do anything not even open menu.) I would expect the game to pick up this save at all.

- Faceless in stealth have no outline, implying they cannot be hit. But I felt eventually that a good strat was to hit (with shift) into them when they were still stealthed (?) Idk if it really works or I was just imagining things. If it’s intended imho that is quite a bit to ask from players on only the third (second) level of the tower. Shift-atk is really clunky (and hurts the pinkie), I would expect all casual players (so 90%) to never use it. PoE solved this by having the "always attack without moving" option to set on actions.

Cheers

Developer

just finished watching the whole thing, thanks for playing and streaming! saw a couple of bugs i didn't know about which is always a good thing

> shared stash

i'm thinking of doing a chest you have in the mid game or so, where you can store really good items for another character to use. it's not complicated to code, and i already have a rare ingame currency (the silver skulls) that i can make the player have to save up if they want to use their stashed items - they give up using the shop in order to use their saved item.


> traditional ARPG save system

how traditional? do you mean how D2 sends you back to town?


>add a quicksave button already :P

exists! it's F9 or something. i forgot what the default binding is.


>- No way to turn off enemy highlight (outline) completely?

i didn't figure anyone would really want that. was that something you feel like you'd use? it's not difficulty to make, i'm just wondering why someone would want that.


>the pieces with more Armor

it's true! int gear has low def but slightly higher armor. this difference is obvious in the early game, but STR-dependent armor ends up outclassing int armor in all metric by the end. int gear serves as a way to allow a player who doesn't want to put points in STR/CON to still have avaialble outfits. 

everybody complains about the 11 int cape, but i believe it sort of serves as a nice example for the way the gear system works in the game - STR gear is better but INT gear exists


> would really be for it to always change. 

noted. will look into this.


> I bind forced-walk to W in ARPG, if possible. Would be cool if you could support that.

i tried doing it a bit ago but i think it's simply not something doable with how the movement functions. i'll revisit it again to see, since i do want there to be a good amount of player accommodations when possible.


> It’s weird that there are both DEX and AGI and both INT and MIND.

they focus on different things and allow for very specific builds. all in AGI makes you a fast archer, all in dex makes you an accurate one, if that makes sense.  it makes more sense in the long run, i think.

>I loaded a save from January for fun just now and ofc. it’s completely broken. 

totally. it's something i don't really care to fix at this stage, i'll look into save-parity later. since i change a lot of room loadouts, it's a pain. what happens is that room data X gets saved, but that room is completely different, so attempting to load the room and apply the data to the spawned room breaks. yes i'm very lazy.

> Faceless in stealth have no outline, implying they cannot be hit

that's just so it's harder to snipe them from afar - their dodge stat is the same no matter if they're cloaked on not


>PoE solved this by having the "always attack without moving" option to set on actions.

how does this work? i don't tend to play always-online games so i never really gave PoE a fair shot.  what i have is that holding shift prevents player movement on clicking. i figured if you have  always attack without moving, you'd need to use something other than left-mouse to move.


thanks for the excellent feedback and for the long playthrough! it is much appreciated and i hope you had fun. i'll be sure to fix a lot of things this coming week.

Submitted(+1)

>do you mean how D2 sends you back to town?

Yeah. The important point imho that your HP get refilled, so you don’t get stuck in a save where you got 1 hp, trying to cheese it out. Some titles make you do a corpse-run to offset the gain, or you lose some XP, or mobs respawn.. I think in ToK what would work well is resetting both player level and current tower level. But keeping the gear.

>was that something you feel like you'd use?

Wanted it for the atmosphere.

>how does this work? i figured if you have  always attack without moving, you'd need to use something other than left-mouse to move.

Yep. You can bind most actions to mouse buttons, and all actions to hotkeys. What most players do is putting forced-walk on LB and their primary skill on RB, other skills and potions on 1-4 and qwer. (Realistically speaking, the game is geared towards using a single active attack skill, unlike ToK.) They also made a change at some point giving even melee attacks a little "splash"  - hence it’s easy to hit enemies even if you just "always attack without moving" into their general direction.

Btw I had some issues casting the Triple-Strike attack, it seemed to have strict requirements on the enemy position, or so. I felt I sometimes lost so much time to it not triggering that the DPS increase was offset completely. Also it could visually stand out more. But it’s a fun skill to use.

Submitted(+1)

>load save

>die instantly

yep, that's kalemonvo for me.

your game is finally clicking with me. there's a big "getting lucky" element with the rng drops, but it feels like there's always a way to survive and i'm just bad at the game honestly.

at least i beat the first boss this time....

Developer(+1)

he's SO back

thanks for playing!

Submitted(+1)

I played a few hours and want to play some more. That's how much I enjoyed your game, well done!

Ran like a charm on my machine.  I love the art style, it really capture the essence of Diablo 1. So does the gameplay. I mainly played a sorceress and had a great time. Sadly my last run came to an end when I ran out of potions. That sucked because I was about to upgrade my ice spikes to lvl 4... Oh well, I'll try a warrior build next time.

Developer

glad to hear you had fun! people tend to run out of potions on the Halls of Pain, mostly due to the level design and lack of treasure-rooms. thanks for playing and for the feedback

Developer

all the changes (which there aren't that many of) happen several hours into the demo

so if you played last DD (or even the one before), feel free to skip this submission